125 lines
4.3 KiB
Ucode
125 lines
4.3 KiB
Ucode
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//=============================================================================
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// KFDT_Ballistic_Hemogoblin
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//=============================================================================
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// Damage type for Hemogoblin. Handles spawning of the local client actor for
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// the tube inserted into the enemy, as well as the underlying dot damage
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// associated with the bleed effect.
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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_Ballistic_Hemogoblin extends KFDT_Ballistic_Rifle
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abstract
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hidedropdown;
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//Visual class to attach to the victim when impact occurs
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var class<Actor> TubeAttachClass;
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var class<KFDamageType> BleedDamageType;
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static simulated function bool CanDismemberHitZone( name InHitZoneName )
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{
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if( super.CanDismemberHitZone( InHitZoneName ) )
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{
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return true;
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}
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switch ( InHitZoneName )
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{
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case 'lupperarm':
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case 'rupperarm':
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case 'chest':
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case 'heart':
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return true;
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}
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return false;
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}
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/**
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* Allows the damage type to customize exactly which hit zones it can dismember while the zed is alive
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*/
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static simulated function bool CanDismemberHitZoneWhileAlive(name InHitZoneName)
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{
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return false;
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}
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static function PlayImpactHitEffects(KFPawn P, vector HitLocation, vector HitDirection, byte HitZoneIndex, optional Pawn HitInstigator)
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{
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local Actor TubeAttachment;
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local Vector StickLocation;
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local Rotator StickRotation;
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local name BoneName;
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local WorldInfo WI;
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local KFPawn RetracePawn;
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local Vector RetraceLocation;
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local Vector RetraceNormal;
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local TraceHitInfo HitInfo;
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WI = class'WorldInfo'.static.GetWorldInfo();
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if (P != none && HitZoneIndex > 0 && HitZoneIndex < P.HitZones.Length && WI != none && WI.NetMode != NM_DedicatedServer)
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{
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//Don't play additional FX here if we aren't attaching a new tube, let its built in blood spray handle things
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//super.PlayImpactHitEffects(P, HitLocation, HitDirection, HitZoneIndex, HitInstigator);
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//Retrace to get valid hit normal
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foreach WI.TraceActors(class'KFPawn', RetracePawn, RetraceLocation, RetraceNormal, HitLocation + HitDirection * 50, HitLocation - HitDirection * 50, vect(0, 0, 0), HitInfo, 1) //TRACEFLAG_Bullet
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{
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if (P == RetracePawn)
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{
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HitLocation = RetraceLocation;
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HitDirection = -RetraceNormal;
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break;
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}
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}
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TubeAttachment = P.Spawn(default.TubeAttachClass, P, , HitLocation, Rotator(HitDirection));
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if (TubeAttachment != none)
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{
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BoneName = P.HitZones[HitZoneIndex].BoneName;
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P.Mesh.TransformToBoneSpace(BoneName, TubeAttachment.Location, TubeAttachment.Rotation, StickLocation, StickRotation);
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TubeAttachment.SetBase(P, , P.Mesh, BoneName);
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TubeAttachment.SetRelativeLocation(StickLocation);
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TubeAttachment.SetRelativeRotation(StickRotation);
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}
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}
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}
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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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local class<KFDamageType> ToxicDT;
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local int ToxicDamageTaken;
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ToxicDamageTaken = DamageTaken;
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ToxicDT = class'KFDT_Ballistic_Assault_Medic'.static.GetMedicToxicDmgType( ToxicDamageTaken, InstigatedBy );
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if ( ToxicDT != None )
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{
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Victim.ApplyDamageOverTime(ToxicDamageTaken, InstigatedBy, ToxicDT);
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}
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// potential for two DoTs if DoT_Type is set
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if (default.BleedDamageType.default.DoT_Type != DOT_None)
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{
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Victim.ApplyDamageOverTime(DamageTaken, InstigatedBy, default.BleedDamageType);
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}
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}
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defaultproperties
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{
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KDamageImpulse=3000
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KDeathUpKick=800
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KDeathVel=500
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StumblePower=200
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GunHitPower=0
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BleedDamageType=class'KFDT_Bleeding_Hemogoblin'
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WeaponDef=class'KFWeapDef_Hemogoblin'
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ModifierPerkList(0)=class'KFPerk_FieldMedic'
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TubeAttachClass=class'KFWeapActor_Hemogoblin_Tube'
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}
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