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//============================================================================= // FM_Turret_Minigun_Fire //============================================================================= // Created by Laurent Delayen // © 2003, Epic Games, Inc. All Rights Reserved //============================================================================= class FM_Turret_Minigun_Fire extends InstantFire; function DoFireEffect() { local Vector StartTrace, HL, HN; local Rotator R; local Actor HitActor; if ( Instigator == None ) return; Instigator.MakeNoise(1.0); StartTrace = ASVehicle(Instigator).GetFireStart(); HitActor = ASVehicle(Instigator).CalcWeaponFire( HL, HN ); R = Rotator(Normal(HL-StartTrace) + VRand()*FRand()*Spread); DoTrace(StartTrace, R); } simulated function bool AllowFire() { return true; } //============================================================================= // defaultproperties //============================================================================= defaultproperties { AmmoClass=class'Ammo_Dummy' AmmoPerFire=0 DamageType=class'DamTypeMinigunTurretBullet' FireAnim=Fire FireLoopAnim=None FireEndAnim=None FireForce="TranslocatorFire" // jdf FlashEmitterClass=None TraceRange=11000 DamageMin=20 DamageMax=25 FireRate=0.15 SpreadStyle=SS_Random Spread=0.015 bSplashDamage=false bRecommendSplashDamage=false BotRefireRate=0.99 WarnTargetPct=+0.15 ShakeOffsetMag=(X=0.0,Y=1.0,Z=0.0) ShakeOffsetRate=(X=0.0,Y=-2000.0,Z=0.0) ShakeOffsetTime=4 ShakeRotMag=(X=40.0,Y=0.0,Z=0.0) ShakeRotRate=(X=2000.0,Y=0.0,Z=0.0) ShakeRotTime=2 } |
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