//============================================================================= // SchlonzLivingBioRifle. //============================================================================= class SchlonzLivingBioRifle expands ut_biorifle; function BecomeItem() { Super.BecomeItem(); if( Instigator.isA( 'PlayerPawn' ) ) { ProjectileClass = Class'SchlonzUT98.SchlonzLivingBioGlob'; } else { ProjectileClass = Class'SchlonzUT98.SchlonzLivingBioSplash'; } } function Projectile ProjectileFire( class ProjClass, float ProjSpeed, bool bWarn ) { local Actor a; local SchlonzLivingBioGlob g; a = Super.ProjectileFire( ProjClass, ProjSpeed, bWarn ); if( a.isA( 'SchlonzLivingBioGlob' ) ) { SchlonzLivingBioGlob( a ).SetCharge( ChargeSize ); } } state ShootLoad { function ForceFire() { bForceFire = true; } function ForceAltFire() { bForceAltFire = true; } function Fire(float F) { } function AltFire(float F) { } function Timer() { ProjectileFire( ProjectileClass, ProjectileSpeed, bWarnTarget ); } function AnimEnd() { Finish(); } function BeginState() { ProjectileFire( AltProjectileClass, AltProjectileSpeed, bAltWarnTarget ); PlayAltBurst(); ChargeSize = 0.0; } Begin: } defaultproperties { ProjectileClass=Class'SchlonzUT98.SchlonzLivingBioSplash' AltProjectileClass=Class'SchlonzUT98.SchlonzLivingBioGlob' }