class UR_Weap_MegaLink extends UTWeap_LinkGun;

/*function class<Projectile> GetProjectileClass()
{
	return (LinkStrength > 1) ? class'LP_Proj_UberMegaLink' : Super.GetProjectileClass();
}   */


/**
 * This function looks at how the beam is hitting and determines if this person is linkable
 * this method has been subclassed because the implementation in the upper class
 * was casting Who to UTOnslaughtObjective
 */
function AttemptLinkTo(Actor Who, PrimitiveComponent HitComponent)
{
	local UTGameObjective UTO;
	UTO = UTGameObjective(Who);
	if ( (UTO != none) && WorldInfo.Game.GameReplicationInfo.OnSameTeam(UTO,Instigator) )
	{

				if(LinkedTo != Who)
				{
					Unlink();
				}
				LinkedTo = UTO;
				LinkedComponent = HitComponent;

	}
	if (LinkedTo != None)
	{
		SetFlashLocation(GetLinkedtoLocation());
	}
	else
     super.AttemptLinkTo(Who, HitComponent);
}

DefaultProperties
{
	// Weapon SkeletalMesh
	Begin Object Name=FirstPersonMesh
		SkeletalMesh=SkeletalMesh'WP_LinkGun.Mesh.SK_WP_Linkgun_1P'
		AnimSets(0)=AnimSet'WP_LinkGun.Anims.K_WP_LinkGun_1P_Base'
		Animations=MeshSequenceA
		Scale=0.5
		FOV=60.0
	End Object

	WeaponProjectiles(0)=class'UR_Proj_MegaLink'
	ShotCost(0)= 0
	ShotCost(1)= 0
	BeamAmmoUsePerSecond = 0
}