111 lines
3.1 KiB
Ucode
111 lines
3.1 KiB
Ucode
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//=============================================================================
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// KFProj_ThermiteSplash
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//=============================================================================
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// Projectile class for the thermite rocket launchers
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2021 Tripwire Interactive LLC
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//=============================================================================
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class KFProj_ThermiteSplash extends KFProj_MolotovSplash;
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/*
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simulated function Tick(float Delta)
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{
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super.Tick(Delta);
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if (WorldInfo.NetMode != NM_Client && WorldInfo.NetMode != NM_Standalone)
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{
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return;
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}
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// Rotate towards velocity:
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if (VSizeSq(Velocity) > 0)
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{
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SetRotation(rotator(Normal(Velocity)));
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}
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}
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*/
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defaultproperties
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{
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Physics=PHYS_Falling
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bCollideComplex=TRUE // Ignore simple collision on StaticMeshes, and collide per poly
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// network
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bNetTemporary=False
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bAlwaysReplicateExplosion=true
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AlwaysRelevantDistanceSquared=6250000 // 25m
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// gameplay
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bBlockedByInstigator=false
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GlassShatterType=FMGS_ShatterNone
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// audio
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bStopAmbientSoundOnExplode=false
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bAutoStartAmbientSound=true
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bAmbientSoundZedTimeOnly=false
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AmbientSoundPlayEvent=AkEvent'WW_WEP_SA_Flamethrower.Play_WEP_SA_Flamethrower_Residual_Fire_Loop'
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AmbientSoundStopEvent=AkEvent'WW_WEP_SA_Flamethrower.Stop_WEP_SA_Flamethrower_Residual_Fire_Loop'
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Begin Object name=AmbientAkSoundComponent
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bStopWhenOwnerDestroyed=true
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bForceOcclusionUpdateInterval=true
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OcclusionUpdateInterval=0.25;
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End Object
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AmbientComponent=AmbientAkSoundComponent
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Components.Add(AmbientAkSoundComponent)
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// light
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Begin Object Name=FlamePointLight
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LightColor=(R=245,G=190,B=140,A=255)
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Brightness=2.f
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Radius=300.f
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FalloffExponent=10.f
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CastShadows=False
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CastStaticShadows=FALSE
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CastDynamicShadows=FALSE
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bCastPerObjectShadows=false
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bEnabled=FALSE
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LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
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End Object
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// explosion
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Begin Object Name=ExploTemplate0
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Damage=10
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DamageRadius=150
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DamageFalloffExponent=1.f
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DamageDelay=0.f
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// Don't burn the guy that tossed it, it's just too much damage with multiple fires, its almost guaranteed to kill the guy that tossed it
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bIgnoreInstigator=true
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MomentumTransferScale=1
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// Damage Effects
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MyDamageType=class'KFDT_Fire_Ground_ThermiteBore'
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KnockDownStrength=0
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FractureMeshRadius=0
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ExplosionEffects=KFImpactEffectInfo'wep_thermite_arch.Thermite_GroundFire'
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bDirectionalExplosion=true
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// Camera Shake
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CamShake=none
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// Dynamic Light
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ExploLight=FlamePointLight
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ExploLightStartFadeOutTime=4.2
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ExploLightFadeOutTime=0.3
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End Object
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ExplosionTemplate=ExploTemplate0
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ProjFlightTemplate=ParticleSystem'WEP_Thermite_EMIT.FX_Thermite_Spread_01'
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ExplosionActorClass=class'KFExplosion_Thermite'
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AssociatedPerkClass=class'KFPerk_Firebug'
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// Ground Fire Perk Skill Alternative FX
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AltExploEffects=KFImpactEffectInfo'WEP_Thermite_ARCH.GroundFire_Splash_Impacts'
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}
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