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//----------------------------------------------------------- // Copyright 2007, Infinity Impossible //----------------------------------------------------------- class UTMT_UTAttachment_LinkGun extends UTAttachment_LinkGun abstract; var array<color> TeamLinkBeamColors; var array<ParticleSystem> TeamLinkBeamSystems; var array<ParticleSystem> MultiTeamBeamEndpointTemplates; var array<ParticleSystem> MultiTeamMuzzleFlashTemplates; static function GetTeamBeamInfo(byte TeamNum, optional out color BeamColor, optional out ParticleSystem BeamSystem, optional out ParticleSystem BeamEndpointTemplate) { super.GetTeamBeamInfo(TeamNum, BeamColor, BeamSystem, BeamEndpointTemplate); if(TeamNum < default.TeamLinkBeamColors.Length) BeamColor = default.TeamLinkBeamColors[TeamNum]; if(TeamNum < default.TeamLinkBeamSystems.Length) BeamSystem = default.TeamLinkBeamSystems[TeamNum]; if(TeamNum < default.MultiTeamBeamEndpointTemplates.Length) BeamEndpointTemplate = default.MultiTeamBeamEndpointTemplates[TeamNum]; } simulated function ParticleSystem GetTeamMuzzleFlashTemplate(byte TeamNum) { if(MultiTeamMuzzleFlashTemplates.Length > TeamNum) { return MultiTeamMuzzleFlashTemplates[TeamNum]; } return Super.GetTeamMuzzleFlashTemplate(TeamNum); } defaultproperties { TeamLinkBeamColors(0)=(B=64,G=64,R=255,A=255) TeamLinkBeamColors(1)=(B=255,G=64,R=64,A=255) TeamLinkBeamColors(2)=(B=32,G=196,R=32,A=255) TeamLinkBeamColors(3)=(B=64,G=255,R=255,A=255) PoweredUpEffect=PoweredUpComponent Begin Object name=SkeletalMeshComponent0 Animations=UTAnimNodeSequence'UTMultiTeam.Default__UTMT_UTAttachment_LinkGun:SkeletalMeshComponent0.MeshSequenceA' End Object Mesh=SkeletalMeshComponent0 } |
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