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//============================================================================= // JBJailCardFire // Copyright 2007 by [GSF]JohnDoe <gsfjohndoe@hotmail.com> // $Id: JBJailCardFire.uc,v 1.3 2007-05-19 15:06:55 johndoe Exp $ // // Firemode for JBWeaponJailCard // // CHANGELOG: // 11 feb 2007 - Class created // 12 feb 2007 - Modified TeleportMe to notify our gamerules class of card-use // 19 may 2007 - Added JBGameRules and Pawn variables // Removed TeleportMe, moved contents to SpawnProjectile // Added mutator method for JBGameRules and Pawn variables //============================================================================= class JBJailCardFire extends BioFire; var JBGameRulesJailCard myRules; var Pawn myPawn; //============================================================================= // setGameRules //============================================================================= function setVars(JBGameRulesJailCard JBGR, Pawn P) { myRules = JBGR; myPawn = P; } //============================================================================= // SpawnProjectile // // we dont spawn any projectiles, instead we teleport the player //============================================================================= function projectile SpawnProjectile(Vector Start, Rotator Dir) { local JBTagPlayer myTag; myRules.UseCard(myPawn.Controller.PlayerReplicationInfo, -1); myTag = Class'JBTagPlayer'.static.FindFor(myPawn.Controller.PlayerReplicationInfo); myTag.RestartInFreedom(); return none; } defaultproperties { AmmoPerFire=0; } |
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