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# Gameplay.GrapplerProjectile

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    class GrapplerProjectile extends Projectile;

    simulated function HitWall(Vector HitNormal, Actor HitWall)
    {
    	triggerHitEffect(HitWall, Location, HitNormal);
    	simulatedAttach(HitWall, Location);
    }

    simulated function bool ShouldHit(Actor Other, vector TouchLocation)
    {
    	if (Equipment(Other) != None)
    		return true;

    	return super.ShouldHit(Other, TouchLocation);
    }

    simulated function ProjectileHit(Actor Other, vector TouchLocation, vector TouchNormal)
    {
    	triggerHitEffect(Other, TouchLocation, TouchNormal);
    	simulatedAttach(Other, TouchLocation);
    }

    simulated function simulatedAttach(Actor Other, vector TouchLocation)
    {
    	SetPhysics(PHYS_None);
    	SetCollision(false, false, false);
    	SetLocation(TouchLocation);

    	serverAttach(Other);
    }

    function serverAttach(Actor Other)
    {
    	SetBase(Other);

    	if (bDeleteMe)
    		return;

    	if (Character(Other) != None)
    		Character(Other).addGrapplerCharacter(Character(Instigator));

    	Character(Instigator).attachGrapple();
    }

    defaultproperties
    {
    	bReceivedInitialVelocity = true
    	bReplicateInitialVelocity = false
    	bReplicateMovement = true
    	bHardAttach = true

    	bDeflectable = false
    	StaticMesh = StaticMesh'Weapons.GrappleHook'
    	bNetTemporary = false

    	knockback = 0;
    }

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Class file time: ne 5.9.2004 15:53:20.000 - Creation time: st 23.5.2018 00:10:43.584 - Created with UnCodeX