//=============================================================================
// KFDT_MediumZedBump
//=============================================================================
// The damage that is used to obliterate players and zeds when bumping them while enraged
//=============================================================================
// Killing Floor 2
// Copyright (C) 2018 Tripwire Interactive LLC
//=============================================================================

class KFDT_MediumZedBump extends KFDT_HeavyZedBump
	abstract
	hidedropdown;
	
defaultproperties
{
	bIgnoreZedOnZedScaling = true

	KDamageImpulse = 1600 //1500 //7000 //4500
	KDeathUpKick = 700 //0
	KDeathVel = 375

	KnockdownPower = 100 //100
	StunPower = 0
	StumblePower = 225 //150
	MeleeHitPower = 25

	// Obliteration
	GoreDamageGroup = DGT_Explosive
	RadialDamageImpulse = 8000.f // This controls how much impulse is applied to gibs when exploding
	bUseHitLocationForGibImpulses = true // This will make the impulse origin where the victim was hit for directional gibs
	bPointImpulseTowardsOrigin = true // This creates an impulse direction aligned along hitlocation and pawn location -- this will push all gibs in the same direction
	ImpulseOriginScale = 100.f // Higher means more directional gibbing, lower means more outward (and upward) gibbing
	ImpulseOriginLift = 150.f
	MaxObliterationGibs = 12 // Maximum number of gibs that can be spawned by obliteration, 0=MAX
	bCanGib = true
	bCanObliterate = true
	ObliterationHealthThreshold = 0
	ObliterationDamageThreshold = 1
	bIgnoreAggroOnDamage = true
}
