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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFDT_Piercing_NadeFragment
//=============================================================================
// Piercing grenade fragment damage
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// John "Ramm-Jaeger" Gibson
//=============================================================================
class KFDT_Piercing_NadeFragment extends KFDT_Piercing
abstract
hidedropdown;
/** Allows the damage type to customize exactly which hit zones it can dismember */
static simulated function bool CanDismemberHitZone( name InHitZoneName )
{
switch ( InHitZoneName )
{
case 'lhand':
case 'rhand':
case 'lfoot':
case 'rfoot':
case 'lforearm':
case 'rforearm':
case 'lcalf':
case 'rcalf':
case 'lthigh':
case 'rthigh':
return true;
}
return false;
}
defaultproperties
{
bShouldSpawnBloodSplat=true
bShouldSpawnPersistentBlood=true
BodyWoundDecalMaterials[0]=MaterialInstanceConstant'FX_Gore_MAT.FX_CH_Wound_01_Mic'
// It's like a bullet, but we use piercing so that it hurts the fleshpound more
GoreDamageGroup=DGT_Handgun
EffectGroup=FXG_Ballistic
BloodSpread=0.4
BloodScale=0.6
KDamageImpulse=400
KDeathUpKick=250
StumblePower=1000
GunHitPower=0
MeleeHitPower=100
WeaponDef=class'KFWeapDef_Grenade_Support'
ModifierPerkList(0)=class'KFPerk_Support'
}