# SFCharacter.SFCrawlerProjectile

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    //=============================================================================
    // Spatial Fear
    // Class: SFCrawlerProjectile
    // Descripton: Projectile class, emitted by the crawler in ranged attack mode.
    //				Should mimic a sonic wave.
    //
    // Author: Markus Nuebel
    //=============================================================================
    class SFCrawlerProjectile extends Projectile;

    var float  ShockSize;

    simulated function Tick( float DeltaTime )
    {
    	if ( Level.NetMode != NM_DedicatedServer )
    	{
    		ShockSize =  1.2 * (Default.LifeSpan - LifeSpan) + 1.0/(LifeSpan/Default.LifeSpan+0.05);
    		ScaleGlow = Lifespan;
    		AmbientGlow = ScaleGlow * 255;
    		DrawScale = ShockSize;
    	}
    }

    auto state Flying
    {
    	simulated function ProcessTouch (Actor Other, Vector HitLocation)
    	{
    		if (Other != instigator)
    			Explode(HitLocation,Vect(0,0,0));
    	}

    	function BlowUp(vector HitLocation)
    	{
    		HurtRadius(damage, 50 + instigator.skill * 45, 'sonic', MomentumTransfer, HitLocation);
    		MakeNoise(1.0);
    		PlaySound(ImpactSound);
    	}

    	simulated function Explode(vector HitLocation, vector HitNormal)
    	{
    		//local SFB9WallHit s;
    		local RingExplosion2 s;

    		BlowUp(HitLocation);
    		//s = spawn(class 'SFB9WallHit',,'',HitLocation+HitNormal*10 );
    		s = spawn(class 'unrealshare.RingExplosion2',,'',HitLocation+HitNormal*10 );
    		s.RemoteRole = ROLE_None;
    		Destroy();
    	}

    	function SetUp()
    	{
    		PlaySound(SpawnSound);
    		Velocity = Vector(Rotation) * speed;
    		if ( ScriptedPawn(Instigator) != None )
    			Speed = ScriptedPawn(Instigator).ProjectileSpeed;
    	}

    	simulated function BeginState()
    	{
    		SetUp();
    	}

    Begin:
    }

    defaultproperties
    {
         speed=700.000000
         MaxSpeed=700.000000
         Damage=20.000000
         MomentumTransfer=50000
         SpawnSound=Sound'UnrealShare.Pickups.Invisible'
         ImpactSound=Sound'UnrealI.Cannon.CannonShot'
         RemoteRole=ROLE_SimulatedProxy
         LifeSpan=1.500000
         AmbientSound=Sound'UnrealShare.Pickups.HEALTH1'
         Style=STY_Translucent
         Texture=None
         Mesh=LodMesh'Botpack.ShockWavem'
         DrawScale=0.400000
         AmbientGlow=9
         bUnlit=True
         MultiSkins(1)=FireTexture'UnrealShare.Effect51.MyTex3'
         SoundRadius=15
         SoundVolume=255
         SoundPitch=73
         LightType=LT_Steady
         LightBrightness=154
         LightHue=24
         LightSaturation=207
         LightRadius=2
    }

class file time: 12/7/2003 3:58:26 PM - creation time: 12/7/2003 4:03:44 PM
Created with UnCodeX