270 lines
7.2 KiB
Ucode
270 lines
7.2 KiB
Ucode
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//=============================================================================
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// KFSM_ScreamBase
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//=============================================================================
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// Base class for sonic scream special moves
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2019 Tripwire Interactive LLC
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//=============================================================================
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class KFSM_ScreamBase extends KFSM_PlaySingleAnim;
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/** The frequency to do scream damage at */
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var float ScreamDamageFrequency;
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/** The number of times damage has been dealt by a single scream */
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var byte ScreamCount;
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/** Last time a scream was executed */
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var float LastScreamTime;
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/** Maximum number of times a scream can deal damage */
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const DAMAGE_COUNT_PER_SCREAM = 4;
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/** How much base damage a scream does */
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var protected const int ScreamDamage;
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/** Temp reference to the explosion template, used for delayed damage */
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var GameExplosion ExplosionTemplate;
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var const class<GameExplosionActor> ExplosionActorClass;
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/** Set to TRUE when the scream ends on its own (not interrupted) */
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var bool bEndedNormally;
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/** Stop event played when this scream was interrupted too early */
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var AkEvent ScreamInterruptSound;
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/** The explosion actor to store when this projectile is created */
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var GameExplosionActor ExplosionActor;
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/** Debugging Siren Sonic Wave */
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var bool bDrawWaveRadius;
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var bool bDrawProjectileShield;
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var KFTrigger_SirenProjectileShield ProjectileShield;
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var const float ProjectileShieldLifetime;
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///**
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// * Can a new special move override this one before it is finished?
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// * This is only if CanDoSpecialMove() == TRUE && !bForce when starting it.
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// */
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//function bool CanOverrideMoveWith(Name NewMove)
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//{
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// if (bCanBeInterrupted &&
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// (NewMove == 'KFSM_Stunned' ||
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// NewMove == 'KFSM_Stumble' ||
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// NewMove == 'KFSM_Knockdown' ||
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// NewMove == 'KFSM_Frozen'))
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// {
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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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///**
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// * Can the special move be chained after the current one finishes?
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// */
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//function bool CanChainMove( Name NextMove )
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//{
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// if (NextMove == 'KFSM_MeleeAttack')
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// {
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// return true;
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// }
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//
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// return super.CanChainMove(NextMove);
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//}
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function SpecialMoveStarted(bool bForced, name PrevMove)
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{
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super.SpecialMoveStarted(bForced, PrevMove);
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bEndedNormally = false;
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LastScreamTime = KFPOwner.WorldInfo.TimeSeconds;
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KFPOwner.SetTimer(ProjectileShieldLifetime, false, nameof(Timer_DestroyProjectileShield), self);
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if (AIOwner != none)
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{
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`AILog_Ext(KFPOwner$" started for "$AIOwner, 'Siren', AIOwner);
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}
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}
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/** Triggers the start of the Siren's scream attack */
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function ScreamBegan()
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{
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if (bDrawWaveRadius || bDrawProjectileShield)
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{
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KFPOwner.FlushPersistentDebugLines();
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}
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SpawnProjectileShield();
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InitializeSirenExplosion();
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}
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/** Create and initialize projectile shield */
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function SpawnProjectileShield()
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{
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local vector vExtent;
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if (KFPOwner.Role == ROLE_Authority && ProjectileShield == none)
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{
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// Spawn projectile shield, which can stop projectiles before hitting the Siren
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ProjectileShield = KFPOwner.Spawn(
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class'KFTrigger_SirenProjectileShield', KFPOwner,, KFPOwner.Location, KFPOwner.Rotation);
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ProjectileShield.SetBase( KFPOwner );
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ProjectileShield.SetRelativeLocation( vect(0,0,0) );
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// Renders the projectile shield's collision cylinder
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if (bDrawProjectileShield)
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{
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vExtent = vect(0,0,1) * ProjectileShield.CylinderComponent.CollisionHeight;
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KFPOwner.DrawDebugCylinder(
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ProjectileShield.Location - vExtent, ProjectileShield.Location + vExtent,
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ProjectileShield.CylinderComponent.CollisionRadius, 10, 255, 0, 0, true);
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}
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}
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}
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/** Destroys the projectile shield based on position in animation */
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function Timer_DestroyProjectileShield()
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{
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DestroyProjectileShield();
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}
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/** Destroy and clear proectile shield */
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function DestroyProjectileShield()
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{
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if (ProjectileShield != none)
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{
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ProjectileShield.Destroy();
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ProjectileShield = none;
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if (bDrawProjectileShield)
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{
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// Clear debug rendering of projectile shield
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KFPOwner.FlushPersistentDebugLines();
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}
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}
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}
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/** Set up the sirens ExplosionActor when she screams */
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function InitializeSirenExplosion()
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{
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if (KFPOwner.Role == ROLE_Authority && ExplosionTemplate != None)
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{
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ExplosionActor = KFPOwner.Spawn(
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ExplosionActorClass, KFPOwner,, KFPOwner.Location, KFPOwner.Rotation);
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if (ExplosionActor != None)
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{
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ExplosionActor.Instigator = KFPOwner;
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ExplosionActor.InstigatorController = KFPOwner.Controller;
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ExplosionActor.SetBase(KFPOwner);
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// Deal explosion damage instantly and over time
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ScreamExplosion();
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KFPOwner.SetTimer(ScreamDamageFrequency, True, nameof(ScreamExplosion), self);
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}
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}
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}
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/** Called on a timer to deal damage in a radius */
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function ScreamExplosion()
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{
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if (!KFPOwner.IsCombatCapable())
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{
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KFPOwner.EndSpecialMove();
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return;
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}
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LastScreamTime = KFPOwner.WorldInfo.TimeSeconds;
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ExplosionTemplate.Damage = KFPawn_Monster(KFPOwner).GetRallyBoostDamage( ScreamDamage );
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ExplosionActor.Explode(ExplosionTemplate);
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ScreamCount++;
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if (ScreamCount >= DAMAGE_COUNT_PER_SCREAM)
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{
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bEndedNormally = true;
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KFPOwner.EndSpecialMove();
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}
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}
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function CheckIfScreamWasInterrupted()
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{
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if (!bEndedNormally && LastScreamTime > 0.f && KFPOwner.WorldInfo.TimeSeconds - LastScreamTime < 1.0f)
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{
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KFPOwner.PlayAkevent(ScreamInterruptSound, false, true);
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}
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}
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function SpecialMoveEnded(Name PrevMove, Name NextMove)
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{
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super.SpecialMoveEnded(PrevMove, NextMove);
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CheckIfScreamWasInterrupted();
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KFPOwner.ClearTimer(nameof(ScreamExplosion), self);
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ScreamCount = 0;
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DestroyProjectileShield();
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if (ExplosionActor != none)
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{
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ExplosionActor.Destroy();
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ExplosionActor = none;
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}
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if (AIOwner != none)
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{
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`AILog_Ext(KFPOwner$" ended for "$AIOwner, 'Siren', AIOwner );
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}
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}
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DefaultProperties
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{
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// SpecialMove
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ProjectileShieldLifetime=2.2 // 0.52
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AnimName=Atk_Combo1_V1
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Handle=KFSM_Scream_Base
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bDisableSteering=false
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bDisableMovement=false
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AnimStance=EAS_UpperBody
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bCanBeInterrupted=true
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ScreamDamage=15
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ScreamDamageFrequency=0.5f //1.0
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ScreamInterruptSound=AkEvent'WW_ZED_Siren.Stop_Siren_Scream'
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bDrawProjectileShield=false
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bDrawWaveRadius=false
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ExplosionActorClass=class'KFExplosion_SirenScream'
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// explosion
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Begin Object Class=KFGameExplosion Name=ExploTemplate0
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//Damage=15 @NOTE: This is now set using the ScreamDamage variable -MattF
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DamageRadius=600 //800
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DamageFalloffExponent=1f
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DamageDelay=0.f
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MomentumTransferScale=100//-100000 Reactivate this to add siren pull
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ActorClassToIgnoreForDamage=class'KFPawn_Monster'
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// Damage Effects
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MyDamageType=class'KFDT_Sonic'
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KnockDownStrength=0
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FractureMeshRadius=200.0
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FracturePartVel=500.0
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ExplosionEffects=none
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ExplosionSound=none
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// Camera Shake
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CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.SirenScream'
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CamShakeInnerRadius=450
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CamShakeOuterRadius=700 //900
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CamShakeFalloff=1.f
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bOrientCameraShakeTowardsEpicenter=true
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End Object
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ExplosionTemplate=ExploTemplate0
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}
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