50 lines
1.6 KiB
Ucode
50 lines
1.6 KiB
Ucode
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//=============================================================================
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// KFDT_Explosive_Thermite
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//=============================================================================
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// Explosive damage type for the Seal Squeal
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2021 Tripwire Interactive LLC
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//=============================================================================
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class KFDT_Explosive_Thermite extends KFDT_Fire
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abstract
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hidedropdown;
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// Damage type to use for the burning damage over time
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var class<KFDamageType> BurnDamageType;
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/** Called when damage is dealt to apply additional damage type (e.g. Damage Over Time) */
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static function ApplySecondaryDamage( KFPawn Victim, int DamageTaken, optional Controller InstigatedBy )
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{
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// Overriden to specific a different damage type to do the burn damage over
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// time. We do this so we don't get shotgun pellet impact sounds/fx during
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// the DOT burning.
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if ( default.BurnDamageType.default.DoT_Type != DOT_None )
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{
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Victim.ApplyDamageOverTime(DamageTaken, InstigatedBy, default.BurnDamageType);
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}
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}
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defaultproperties
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{
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bShouldSpawnPersistentBlood = true
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// physics impact
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RadialDamageImpulse = 2000
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GibImpulseScale = 0.15
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KDeathUpKick = 1000
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KDeathVel = 300
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KnockdownPower = 0
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BurnPower = 50
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StumblePower = 200
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BurnDamageType=class'KFDT_Fire_ThermiteExplosionDoT'
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//Perk
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ModifierPerkList(0) = class'KFPerk_Firebug'
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WeaponDef = class'KFWeapDef_ThermiteBore'
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}
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