class SchlonzBioChargedFire extends BioChargedFire; function projectile SpawnProjectile(Vector Start, Rotator Dir) { local SchlonzLivingBioGlob Glob; GotoState(''); if (GoopLoad == 0) return None; Glob = Spawn(class'SchlonzUT.SchlonzLivingBioGlob',Instigator,, Start, Dir); Glob.Damage *= DamageAtten; Glob.SetGoopLevel(GoopLoad); Glob.Instigator = Instigator; Glob.controller = Instigator.controller; Glob.microGlob = false; Glob.miniGlob = false; Glob.Velocity *= 4.0; GoopLoad = 0; if ( Weapon.Ammo[ThisModeNum].AmmoAmount <= 0 ) Weapon.OutOfAmmo(); return Glob; } defaultproperties { GoopUpRate=0.700000 MaxGoopLoad=9 FireRate=0.700000 ProjectileClass=Class'SchlonzUT.SchlonzBioGlob' }