1
0
KF2-Dev-Scripts/KFGame/Classes/KFExplosion_Nuke.uc

109 lines
3.1 KiB
Ucode
Raw Normal View History

2020-12-13 15:01:13 +00:00
//=============================================================================
// KFExplosion_Nuke
//=============================================================================
// Used by projectiles and kismet to spawn an explosion
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// Christian "schneidzekk" Schneider
//=============================================================================
class KFExplosion_Nuke extends KFExplosionActorLingering;
var float NukeEffectRadius;
/**
* Deal damage
*/
protected simulated function AffectsPawn(Pawn Victim, float DamageScale)
{
local KFPawn_Monster MonsterVictim;
if( Victim != none && Victim.IsAliveAndWell() )
{
MonsterVictim = KFPawn_Monster(Victim);
if( MonsterVictim != none )
{
super.AffectsPawn(Victim, DamageScale);
}
}
}
simulated function Explode(GameExplosion NewExplosionTemplate, optional vector Direction)
{
NewExplosionTemplate.MyDamageType = NewExplosionTemplate.default.MyDamageType;
super.Explode(NewExplosionTemplate, Direction);
ExplosionTemplate.Damage = class'KFPerk_Demolitionist'.static.GetLingeringPoisonDamage();
ExplosionTemplate.MyDamageType = class'KFPerk_Demolitionist'.static.GetLingeringDamageType();
}
2022-09-01 15:58:51 +00:00
protected simulated function bool ExplodePawns(bool bCauseDamage)
2020-12-13 15:01:13 +00:00
{
local Pawn Victim;
local float CheckRadius;
local bool bDamageBlocked, bHitPawn;
local Actor HitActor;
local vector BBoxCenter;
local float DamageScale;
local Box BBox;
// determine radius to check
CheckRadius = GetNukeEffectCheckRadius();
if ( CheckRadius > 0.0 )
{
foreach WorldInfo.AllPawns(class'Pawn', Victim, Location, CheckRadius)
{
if ( (!Victim.bWorldGeometry || Victim.bCanBeDamaged)
&& Victim != ExplosionTemplate.ActorToIgnoreForDamage
&& (!ExplosionTemplate.bIgnoreInstigator || Victim != Instigator)
&& !ClassIsChildOf(Victim.Class, ExplosionTemplate.ActorClassToIgnoreForDamage) )
{
if ( bSkipLineCheckForPawns )
{
bDamageBlocked = false;
}
else
{
Victim.GetComponentsBoundingBox(BBox);
BBoxCenter = (BBox.Min + BBox.Max) * 0.5f;
HitActor = TraceExplosive(BBoxCenter, Location + vect(0, 0, 20));
bDamageBlocked = (HitActor != None && HitActor != Victim);
}
if( !bDamageBlocked )
{
DamageScale = (DamageScalePerStack < 1.f) ? CalcStackingDamageScale(KFPawn(Victim), Interval) : 1.f;
if ( DamageScale > 0.f )
{
AffectsPawn(Victim, DamageScale);
bHitPawn = true;
}
}
}
}
}
return bHitPawn;
}
protected simulated function float GetNukeEffectCheckRadius()
{
return default.NukeEffectRadius;
}
DefaultProperties
{
Interval=1
MaxTime=8
bExplodeMoreThanOnce=true
bDoFullDamage=true
bSkipLineCheckForPawns=true
LoopStartEvent=AkEvent'WW_WEP_EXP_Grenade_Medic.Play_WEP_EXP_Grenade_Medic_Smoke_Loop'
LoopStopEvent=AkEvent'WW_WEP_EXP_Grenade_Medic.Stop_WEP_EXP_Grenade_Medic_Smoke_Loop'
NukeEffectRadius=300
}