//============================================================================= // BallOfDeath2. //============================================================================= class BallOfDeath2 expands BallOfDeath; simulated function Explosion(vector HitLocation) { local RingOfDeath s; local Projectile PP; PP=Spawn(class'BallOfDeath3',,,Location+CollisionHeight*vect(0,0,-0.5),rotator(vect(1,0,1))); PP=Spawn(class'BallOfDeath3',,,Location+CollisionHeight*vect(0,0,-0.5),rotator(vect(0,1,1))); PP=Spawn(class'BallOfDeath3',,,Location+CollisionHeight*vect(0,0,-0.5),rotator(vect(-1,0,1))); PP=Spawn(class'BallOfDeath3',,,Location+CollisionHeight*vect(0,0,-0.5),rotator(vect(0,-1,1))); PP=Spawn(class'BallOfDeath3',,,Location+CollisionHeight*vect(0,0,-0.5),rotator(vect(1,0,1))); PP=Spawn(class'BallOfDeath3',,,Location+CollisionHeight*vect(0,0,-0.5),rotator(vect(0,1,1))); PP=Spawn(class'BallOfDeath3',,,Location+CollisionHeight*vect(0,0,-0.5),rotator(vect(-1,0,1))); PP=Spawn(class'BallOfDeath3',,,Location+CollisionHeight*vect(0,0,-0.5),rotator(vect(0,-1,1))); BlowUp(HitLocation); s = spawn(class'SuperRingOfDeath',,,HitLocation); s.RemoteRole = ROLE_None; Destroy(); } defaultproperties { speed=7100.000000 Damage=999999.000000 DrawScale=4.600000 Mass=40000.000000 }