46 lines
1.6 KiB
Ucode
46 lines
1.6 KiB
Ucode
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//=============================================================================
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// KFDT_Fire_FlareGun
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//=============================================================================
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// Damage caused by heat and combustion
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2017 Tripwire Interactive LLC
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//=============================================================================
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class KFDT_Fire_FlareGun extends KFDT_Ballistic_Handgun
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abstract;
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// Damage type to use for the burning damage over time
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var class<KFDamageType> BurnDamageType;
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/** Called when damage is dealt to apply additional damage type (e.g. Damage Over Time) */
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static function ApplySecondaryDamage( KFPawn Victim, int DamageTaken, optional Controller InstigatedBy )
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{
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// Overriden to specific a different damage type to do the burn damage over
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// time. We do this so we don't get shotgun pellet impact sounds/fx during
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// the DOT burning.
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if ( default.BurnDamageType.default.DoT_Type != DOT_None )
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{
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Victim.ApplyDamageOverTime(DamageTaken, InstigatedBy, default.BurnDamageType);
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}
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}
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defaultproperties
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{
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WeaponDef=class'KFWeapDef_FlareGun'
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ModifierPerkList(0)=class'KFPerk_Firebug'
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ModifierPerkList(1)=class'KFPerk_Gunslinger'
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ModifierPerkList(2)=class'KFPerk_Sharpshooter'
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EffectGroup=FXG_Flare
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BurnDamageType=class'KFDT_Fire_FlareGunDoT'
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CameraLensEffectTemplate=class'KFCameraLensEmit_Fire'
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KDamageImpulse=1000
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KDeathUpKick=120
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KDeathVel=10
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BurnPower=30 //2.5 //15.5
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KnockdownPower=15
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StumblePower=100//50
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GunHitPower=150
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}
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