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KF2-Dev-Scripts/KFGameContent/Classes/KFDT_Explosive_HRGIncendiaryRifle.uc

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//=============================================================================
// KFDT_Explosive_HRGIncendiaryRifle
//=============================================================================
//=============================================================================
// Killing Floor 2
// Copyright (C) 2019 Tripwire Interactive LLC
//=============================================================================
class KFDT_Explosive_HRGIncendiaryRifle extends KFDT_Fire
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abstract;
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// Damage type to use for the burning damage over time
var class<KFDamageType> BurnDamageType;
/** Play damage type specific impact effects when taking damage */
static function PlayImpactHitEffects(KFPawn P, vector HitLocation, vector HitDirection, byte HitZoneIndex, optional Pawn HitInstigator)
{
// Play burn effect when dead
if (P.bPlayedDeath && P.WorldInfo.TimeSeconds > P.TimeOfDeath)
{
default.BurnDamageType.static.PlayImpactHitEffects(P, HitLocation, HitDirection, HitZoneIndex, HitInstigator);
return;
}
super.PlayImpactHitEffects(P, HitLocation, HitDirection, HitZoneIndex, HitInstigator);
}
/** Called when damage is dealt to apply additional damage type (e.g. Damage Over Time) */
static function ApplySecondaryDamage(KFPawn Victim, int DamageTaken, optional Controller InstigatedBy)
{
// Overriden to specific a different damage type to do the burn damage over
// time. We do this so we don't get shotgun pellet impact sounds/fx during
// the DOT burning.
if (default.BurnDamageType.default.DoT_Type != DOT_None)
{
Victim.ApplyDamageOverTime(DamageTaken, InstigatedBy, default.BurnDamageType);
}
}
defaultproperties
{
//Duration over time variables
DoT_Duration=INDEX_NONE
DoT_Interval=INDEX_NONE
DoT_DamageScale=0
bShouldSpawnPersistentBlood=true
// physics impact
RadialDamageImpulse=2000//3000
GibImpulseScale=0.15
KDeathUpKick=1000
KDeathVel=300
//Afflictions
StumblePower=200
BurnPower=50
// Grenade explosion does damage the instigator
bNoInstigatorDamage=false
WeaponDef=class'KFWeapDef_HRGIncendiaryRifle'
BurnDamageType=class'KFDT_Fire_HRGIncendiaryRifleGrenadeDoT'
ModifierPerkList(0)=class'KFPerk_Firebug'
}