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@ -2609,7 +2609,8 @@ simulated function TakeRadiusDamage
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vector HurtOrigin,
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bool bFullDamage,
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Actor DamageCauser,
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optional float DamageFalloffExponent=1.f
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optional float DamageFalloffExponent=1.f,
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optional bool bAdjustRadiusDamage=true
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)
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{
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local float ColRadius, ColHeight;
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@ -2636,9 +2637,13 @@ simulated function TakeRadiusDamage
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if (DamageScale > 0.f)
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{
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`if(`__TW_)
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AdjustRadiusDamage(BaseDamage, DamageScale, HurtOrigin);
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if (bAdjustRadiusDamage)
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{
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AdjustRadiusDamage(BaseDamage, DamageScale, HurtOrigin);
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}
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`endif
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ScaledDamage = DamageScale * BaseDamage;
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TakeDamage
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(
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ScaledDamage,
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@ -84,8 +84,10 @@ simulated native function TakeRadiusDamage
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vector HurtOrigin, /* The origin of the damage */
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bool bFullDamage, /* Whether or not to apply full damage or attenuated damage */
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Actor DamageCauser, /* The actor which caused the damage */
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optional float DamageFalloffExponent=1.f
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optional float DamageFalloffExponent=1.f,
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optional bool bAdjustRadiusDamage=true
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);
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function OnSetMaterial(SeqAct_SetMaterial Action)
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{
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StaticDestructibleComponent.SetMaterial( Action.MaterialIndex, Action.NewMaterial );
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@ -295,7 +295,8 @@ simulated function TakeRadiusDamage
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vector HurtOrigin,
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bool bFullDamage,
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Actor DamageCauser,
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optional float DamageFalloffExponent=1.f
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optional float DamageFalloffExponent=1.f,
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optional bool bAdjustRadiusDamage=true
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)
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{
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local int Idx;
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@ -165,7 +165,8 @@ simulated function TakeRadiusDamage
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vector HurtOrigin,
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bool bFullDamage,
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Actor DamageCauser,
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optional float DamageFalloffExponent=1.f
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optional float DamageFalloffExponent=1.f,
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optional bool bAdjustRadiusDamage=true
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)
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{
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local int Idx;
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@ -136,7 +136,8 @@ simulated function TakeRadiusDamage
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vector HurtOrigin,
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bool bFullDamage,
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Actor DamageCauser,
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optional float DamageFalloffExponent=1.f
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optional float DamageFalloffExponent=1.f,
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optional bool bAdjustRadiusDamage=true
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)
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{
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if ( bDamageAppliesImpulse && damageType.default.RadialDamageImpulse > 0 && (Role == ROLE_Authority) )
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@ -351,7 +351,8 @@ simulated function TakeRadiusDamage
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vector HurtOrigin,
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bool bFullDamage,
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Actor DamageCauser,
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optional float DamageFalloffExponent=1.f
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optional float DamageFalloffExponent=1.f,
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optional bool bAdjustRadiusDamage=true
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)
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{
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local vector HitLocation, Dir, NewDir;
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@ -220,12 +220,13 @@ simulated function TakeRadiusDamage
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vector HurtOrigin,
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bool bFullDamage,
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Actor DamageCauser,
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optional float DamageFalloffExponent=1.f
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optional float DamageFalloffExponent=1.f,
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optional bool bAdjustRadiusDamage=true
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)
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{
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if ( Role == ROLE_Authority )
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{
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Super.TakeRadiusDamage(InstigatedBy, BaseDamage, DamageRadius, DamageType, Momentum, HurtOrigin, bFullDamage, DamageCauser, DamageFalloffExponent);
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Super.TakeRadiusDamage(InstigatedBy, BaseDamage, DamageRadius, DamageType, Momentum, HurtOrigin, bFullDamage, DamageCauser, DamageFalloffExponent, bAdjustRadiusDamage);
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if (Health > 0)
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{
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