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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFExplosion_MedicGrenade
//=============================================================================
// Used by projectiles and kismet to spawn an explosion
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFExplosion_MedicGrenade extends KFExplosionActorLingering;
var() class<KFDamageType> HealingDamageType;
var() float HealingAmount;
var AkEvent SmokeLoopStartEvent;
var AkEvent SmokeLoopStopEvent;
var KFPerk CachedInstigatorPerk;
/*
* @param Direction For bDirectionalExplosion=true explosions, this is the forward direction of the blast.
* Overridden to add the ability to spawn fragments from the explosion
**/
simulated function Explode(GameExplosion NewExplosionTemplate, optional vector Direction)
{
local KFPawn KFP;
super.Explode(NewExplosionTemplate, Direction);
if( Instigator != none )
{
KFP = KFPawn(Instigator);
if( KFP != none )
{
CachedInstigatorPerk = KFP.GetPerk();
}
}
if (Role == Role_Authority)
{
//DelayedExplosionDamage();
SetTimer(Interval, true, nameof(DelayedExplosionDamage), self);
}
}
/**
* Deal damage or heal players
*/
protected simulated function AffectsPawn(Pawn Victim, float DamageScale)
{
local KFPawn_Human HumanVictim;
local KFPawn_Monster MonsterVictim;
local KFProj_MedicGrenade OwnerProjectile;
local bool bCanRepairArmor;
local Box BBox;
local vector BBoxCenter;
local Actor HitActor;
local bool bDamageBlocked;
if( Victim != none && Victim.IsAliveAndWell() )
{
MonsterVictim = KFPawn_Monster(Victim);
if( MonsterVictim != none )
{
if( bWasFadedOut|| bDeleteMe || bPendingDelete )
{
return;
}
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 && HitActor.IsA('KFDoorActor'))
{
bDamageBlocked = false;
}
if( !bDamageBlocked )
{
Victim.TakeRadiusDamage(InstigatorController, ExplosionTemplate.Damage * DamageScale, ExplosionTemplate.DamageRadius,
ExplosionTemplate.MyDamageType, ExplosionTemplate.MomentumTransferScale, Location, bDoFullDamage,
(Owner != None) ? Owner : self, ExplosionTemplate.DamageFalloffExponent);
}
}
else
{
HumanVictim = KFPawn_Human(Victim);
if( HumanVictim != none && HumanVictim.GetExposureTo(Location) > 0 )
{
OwnerProjectile = KFProj_MedicGrenade(Owner);
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if( OwnerProjectile != none )
{
bCanRepairArmor = OwnerProjectile.HealedPawns.Find( HumanVictim ) == INDEX_NONE;
}
HumanVictim.HealDamage(HealingAmount, InstigatorController, HealingDamageType, bCanRepairArmor);
if( bCanRepairArmor )
{
OwnerProjectile.HealedPawns.AddItem( HumanVictim );
}
}
}
}
}
simulated function SpawnExplosionParticleSystem(ParticleSystem Template)
{
// If the template is none, grab the default
if( !ExplosionTemplate.bAllowPerMaterialFX && Template == none )
{
Template = KFGameExplosion(ExplosionTemplate).ExplosionEffects.DefaultImpactEffect.ParticleTemplate;
}
WorldInfo.MyEmitterPool.SpawnEmitter(Template, Location, rotator(ExplosionTemplate.HitNormal));
}
DefaultProperties
{
HealingDamageType=class'KFDT_Healing_MedicGrenade'
HealingAmount=5
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'
}