46 lines
1.6 KiB
Ucode
46 lines
1.6 KiB
Ucode
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//=============================================================================
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// KFDT_Freeze_FreezeThrower
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//=============================================================================
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// Freeze damage from freeze thrower
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2016 Tripwire Interactive LLC
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//=============================================================================
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class KFDT_Freeze_FreezeThrower extends KFDT_Freeze
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abstract;
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/** Play damage type specific impact effects when taking damage */
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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 float ParamValue;
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// If we're dead and not already frozen (prevents re-shattering)
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if ( P.bPlayedDeath
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&& P.CharacterMICs.Length > 0
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&& P.CharacterMICs[0].GetScalarParameterValue('Scalar_Ice', ParamValue))
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{
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if (ParamValue == 0)
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{
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PlayShatter(P, false, `TimeSinceEx(P, P.TimeOfDeath) > 0.5f, HitDirection * default.KDeathVel);
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return;
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}
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}
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Super.PlayImpactHitEffects(P, HitLocation, HitDirection, HitZoneIndex, HitInstigator);
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}
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defaultproperties
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{
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FreezePower=12.5 //10 increased 25% last test felt to hard to freeze
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MeleeHitPower=20
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KDeathVel=300
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DoT_Type=DOT_Fire
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DoT_Duration=INDEX_NONE //5.0//1.0
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DoT_Interval=INDEX_NONE//0.5
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DoT_DamageScale=0.0//0.1
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bIgnoreSelfInflictedScale=false
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WeaponDef=class'KFWeapDef_FreezeThrower'
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ModifierPerkList(0)=class'KFPerk_Survivalist'
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}
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