Áƒ*ž‚1@č@cw÷߼OIƒ´ą‘ç“á1None degrappleSystem GameplayEngineCorePostTakeDamageGrapplerProjectilesimulatedAttach GroupName FriendlyNameHealthMutatorbCanBeDamaged ReplaceActor Collision Description Movement LightColorForceKarma LightingActor ScriptTextFloatPropertyProcessedText ReturnValueObjectPropertyPawnClassPackage TextBuffer DamageTypeObject FunctionprojectileFactor Momentum HitLocationDamageTouchLocationEventInstigatorVectorOther GrapplerWeaponprojectileClassStructClassPropertyStructPropertyŒ€…€ˆ˙˙˙˙˙˙˙˙Ŕ˙˙˙˙˙˙˙˙˙˙€yäNgˆaˇ]׆&é€úďÄ&é€úďÄJ{ bCanBeDamaged = True //bWorldGeometry = true Health = 25 +..\degrapple\Classes\GrapplerProjectile.uc $ČA Ó €—€Ž€… €Ž €Ž €‰” Bš˛9?%a  =.Œ/w*–  ‘ ó‘a''' ’ ˙˙˙˙˙˙˙˙€˙˙˙˙˙˙˙˙˙˙2€9‹l8’1ĎoŒýĐiG†ěę*˙îÄFM*˙îÄi{ GroupName="DeGrapple" FriendlyName="DeGrapple" Description="Adds health to grappler!" ..\degrapple\Classes\Mutator.uc ] DeGrapple ] DeGrapple]Adds health to grappler!U class GrapplerProjectile extends Gameplay.GrapplerProjectile; var float Health; function PostTakeDamage(float Damage, Engine.Pawn EventInstigator, vector HitLocation, vector Momentum, class DamageType, optional float projectileFactor) { Health -= Damage; if(Health <= 0) Destroy(); Super.PostTakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType, projectileFactor); } simulated function simulatedAttach(Actor Other, vector TouchLocation) { Super.simulatedAttach(Other, TouchLocation); SetCollision(True, True, True); } Aclass Mutator extends Gameplay.Mutator; function Actor ReplaceActor(Actor Other) { local Gameplay.Grappler Grappler; Grappler = Gameplay.Grappler(Other); if(Grappler != None) { Grappler.projectileClass = class'degrapple.GrapplerProjectile'; } return Super.ReplaceActor(Other); } Aclass Mutator extends Gameplay.Mutator; function Actor ReplaceActor(Actor Other) { local Gameplay.Grappler Grappler; Grappler = Gameplay.Grappler(Other); if(Grappler != None) { Grappler.projectileClass = class'degrapple.GrapplerProjectile'; } return Super.ReplaceActor(Other); } U class GrapplerProjectile extends Gameplay.GrapplerProjectile; var float Health; function PostTakeDamage(float Damage, Engine.Pawn EventInstigator, vector HitLocation, vector Momentum, class DamageType, optional float projectileFactor) { Health -= Damage; if(Health <= 0) Destroy(); Super.PostTakeDamage(Damage, EventInstigator, HitLocation, Momentum, DamageType, projectileFactor); } simulated function simulatedAttach(Actor Other, vector TouchLocation) { Super.simulatedAttach(Other, TouchLocation); SetCollision(True, True, True); } €…˙˙˙˙ý˙˙˙˙˙˙˙!˙˙˙˙ţ˙˙˙˙˙˙˙˙˙˙˙"˙˙˙˙ţ˙˙˙+˙˙˙˙0.ú˙˙˙)"ű˙˙˙"í˙˙˙"ř˙˙˙ţ˙˙˙ ý˙˙˙ ý˙˙˙ ˙˙˙˙//č˙˙˙-ý˙˙˙ţ˙˙˙,„+o ‹ M „*j ‹ &Hˆ}e„ (b'@„*^ %|‹ #Z $w• UŠOtАMCŠ‘:P’ PJ‡4l Z‡4XF(‡4X^-‡4l v2„b<