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Conc 75% Chance/Reverted Radius
Makes more sense to reward accuracy
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parent
2c696c5197
commit
b0fc8327cf
2 changed files with 3 additions and 213 deletions
6
Classic/scripts/player.cs
Normal file → Executable file
6
Classic/scripts/player.cs
Normal file → Executable file
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@ -2891,17 +2891,15 @@ function Armor::applyConcussion( %this, %dist, %radius, %sourceObject, %targetOb
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}
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}
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else
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else
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{
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{
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%flagChance = 0.7;
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%flagChance = 0.75;
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%itemChance = 0.7;
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%itemChance = 0.75;
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}
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}
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%probabilityFlag = %flagChance * %percentage;
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%probabilityFlag = %flagChance * %percentage;
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%probabilityItem = %itemChance * %percentage;
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%probabilityItem = %itemChance * %percentage;
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if( %random <= %probabilityFlag )
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if( %random <= %probabilityFlag )
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{
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Game.applyConcussion( %targetObject );
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Game.applyConcussion( %targetObject );
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}
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if( %random <= %probabilityItem )
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if( %random <= %probabilityItem )
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{
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{
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@ -1,208 +0,0 @@
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// grenade (thrown by hand) script
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// ------------------------------------------------------------------------
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datablock EffectProfile(ConcussionGrenadeThrowEffect)
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{
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effectname = "weapons/grenade_throw";
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minDistance = 2.5;
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maxDistance = 2.5;
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};
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datablock EffectProfile(ConcussionGrenadeSwitchEffect)
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{
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effectname = "weapons/generic_switch";
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minDistance = 2.5;
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maxDistance = 2.5;
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};
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datablock EffectProfile(ConcussionGrenadeExplosionEffect)
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{
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effectname = "explosions/grenade_explode";
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minDistance = 10;
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maxDistance = 50;
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};
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datablock AudioProfile(ConcussionGrenadeExplosionSound)
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{
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filename = "fx/weapons/grenade_explode.wav";
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description = AudioExplosion3d;
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preload = true;
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effect = ConcussionGrenadeExplosionEffect;
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};
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// ------------------------------------------------------
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// z0dd - ZOD, 5/8/02. Duplicate datablock, waste of mem.
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//datablock AudioProfile(ConcussionGrenadeExplosionSound)
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//{
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// filename = "fx/weapons/grenade_explode.wav";
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// description = AudioExplosion3d;
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// preload = true;
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// effect = ConcussionGrenadeExplosionEffect;
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//};
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// ------------------------------------------------------
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//--------------------------------------------------------------------------
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// Sparks
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//--------------------------------------------------------------------------
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datablock ParticleData(ConcussionGrenadeSparks)
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{
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dragCoefficient = 1;
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gravityCoefficient = 0.0;
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inheritedVelFactor = 0.2;
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constantAcceleration = 0.0;
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lifetimeMS = 500;
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lifetimeVarianceMS = 350;
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textureName = "special/bigSpark";
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colors[0] = "0.56 0.36 1.0 1.0";
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colors[1] = "0.56 0.36 1.0 1.0";
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colors[2] = "1.0 0.36 1.0 0.0";
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sizes[0] = 0.5;
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sizes[1] = 0.25;
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sizes[2] = 0.25;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData(ConcussionGrenadeSparkEmitter)
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{
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ejectionPeriodMS = 1;
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periodVarianceMS = 0;
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ejectionVelocity = 12;
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velocityVariance = 6.75;
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ejectionOffset = 0.0;
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thetaMin = 0;
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thetaMax = 180;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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orientParticles = true;
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lifetimeMS = 100;
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particles = "ConcussionGrenadeSparks";
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};
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datablock ParticleData( ConcussionGrenadeCrescentParticle )
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{
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dragCoefficient = 2;
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gravityCoefficient = 0.0;
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inheritedVelFactor = 0.2;
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constantAcceleration = -0.0;
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lifetimeMS = 600;
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lifetimeVarianceMS = 000;
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textureName = "special/crescent3";
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colors[0] = "0.8 0.8 1.0 1.00";
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colors[1] = "0.8 0.5 1.0 0.20";
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colors[2] = "0.2 0.8 1.0 0.0";
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sizes[0] = 2.0;
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sizes[1] = 4.0;
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sizes[2] = 5.0;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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};
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datablock ParticleEmitterData( ConcussionGrenadeCrescentEmitter )
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{
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ejectionPeriodMS = 15;
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periodVarianceMS = 0;
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ejectionVelocity = 20;
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velocityVariance = 10.0;
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ejectionOffset = 0.0;
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thetaMin = 0;
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thetaMax = 80;
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phiReferenceVel = 0;
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phiVariance = 360;
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overrideAdvances = false;
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orientParticles = true;
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lifetimeMS = 200;
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particles = "ConcussionGrenadeCrescentParticle";
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};
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//--------------------------------------------------------------------------
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// Shockwave
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//--------------------------------------------------------------------------
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datablock ShockwaveData(ConcussionGrenadeShockwave)
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{
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width = 4.0;
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numSegments = 20;
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numVertSegments = 2;
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velocity = 5;
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acceleration = 10.0;
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lifetimeMS = 1000;
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height = 1.0;
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is2D = true;
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texture[0] = "special/shockwave4";
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texture[1] = "special/gradient";
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texWrap = 6.0;
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times[0] = 0.0;
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times[1] = 0.5;
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times[2] = 1.0;
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colors[0] = "0.8 0.8 1.0 1.00";
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colors[1] = "0.8 0.5 1.0 0.20";
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colors[2] = "0.2 0.8 1.0 0.0";
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};
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//--------------------------------------------------------------------------
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// Explosion
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//--------------------------------------------------------------------------
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datablock ExplosionData(ConcussionGrenadeExplosion)
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{
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soundProfile = ConcussionGrenadeExplosionSound;
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shockwave = ConcussionGrenadeShockwave;
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emitter[0] = ConcussionGrenadeSparkEmitter;
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emitter[1] = ConcussionGrenadeCrescentEmitter;
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shakeCamera = true;
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camShakeFreq = "4.0 5.0 4.5";
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camShakeAmp = "140.0 140.0 140.0";
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camShakeDuration = 1.0;
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camShakeRadius = 16.5; //was 15
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};
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//--------------------------------------------------------------------------
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// Item Data
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//--------------------------------------------------------------------------
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datablock ItemData(ConcussionGrenadeThrown)
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{
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shapeFile = "grenade.dts";
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mass = 0.7;
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elasticity = 0.2;
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friction = 1;
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pickupRadius = 2;
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maxDamage = 0.5;
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explosion = ConcussionGrenadeExplosion;
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damageRadius = 16.5; //was 15
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radiusDamageType = $DamageType::Grenade;
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kickBackStrength = 3500;
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computeCRC = true;
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};
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datablock ItemData(ConcussionGrenade)
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{
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className = HandInventory;
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catagory = "Handheld";
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shapeFile = "grenade.dts";
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mass = 0.7;
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elasticity = 0.2;
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friction = 1;
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pickupRadius = 2;
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thrownItem = ConcussionGrenadeThrown;
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pickUpName = "some concussion grenades";
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isGrenade = true;
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};
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//--------------------------------------------------------------------------
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// Functions:
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//--------------------------------------------------------------------------
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function ConcussionGrenadeThrown::onCollision( %data, %obj, %col )
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{
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// Do nothing...
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}
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