Áƒ*žD+@b Á óœŰęÎęÓŽĄPşŞ,5+NoneWarheadSpawnerActiveTrigger WarSpawnCoreEngineBeginSystembNetTemporary bDirectionalbHidden DrawType UnTriggerTimer TextBufferStructPropertyObjectActor Projectile IntPropertyPackageClass FunctionPawnStateEffectsObjectProperty LocationOtherEventInstigator Instigatorspeed Rotation RepeatDelay TriggerDelayBotpack WarShell WarHeadCount WarHeadSpeed WarHeadsToShootAfterDeactivatedFloatPropertyA…€‰‘  ’q!  1s$%a' ˙˙€˙˙˙˙˙˙˙˙”"˙­k—%&š&a(q!a … !׋Ô9Œ?,?ŚŤa … ׋Ô9Œ?,?a' Ž ˙˙˙˙˙˙˙˙@˙˙˙˙˙˙˙˙˙˙ Í7‘ŽÜGɅ+EŠR…+EŠR Ó S Ó % €‰€ƒ•  k–&& €ƒ€‰Â{//============================================================================= // WarheadSpawner. //============================================================================= class WarheadSpawner expands Effects; var() float TriggerDelay, RepeatDelay; var() int WarHeadsToShootAfterDeactivated; var() int WarHeadSpeed; var int WarHeadCount; function Trigger( actor Other, pawn EventInstigator ) { Instigator = EventInstigator; GoToState('Active'); } state Active { function Trigger( actor Other, pawn EventInstigator); function UnTrigger( actor Other, pawn EventInstigator ) { WarHeadCount = WarHeadsToShootAfterDeactivated; if (WarHeadCount<1) WarHeadCount = 1; } function Timer() { local WarShell a; If (WarHeadCount > 0) { If (WarHeadCount==1) { SetTimer(0.0, False); GoToState(''); } a = Spawn(class'WarShell',, '', Location+Vector(Rotation)*20); a.Speed = WarHeadSpeed; WarHeadCount--; } else { a = Spawn(class'WarShell',,, Location+Vector(Rotation)*20); a.Speed = WarHeadSpeed; SetTimer(RepeatDelay, True); } } Begin: WarHeadCount = 0; SetTimer(TriggerDelay, True); } €ƒţ˙˙˙˙˙˙˙ú˙˙˙%$˙˙˙˙˙˙˙˙ţ˙˙˙˙˙˙˙)ý˙˙˙ý˙˙˙!ţ˙˙˙ţ˙˙˙)ó˙˙˙ ˙˙˙˙ý˙˙˙ý˙˙˙˙˙˙˙ý˙˙˙ý˙˙˙ ˙˙˙˙˙˙˙˙ˆ & | „ * H ˆ ' U Š # a Š " m ˆ ( y „ E ‡‘ $R “ @v ‡” Jv Ž$s@‡ s„  N„ [‡• ,h„ T„ a–4Fn„  t&