80 lines
2.5 KiB
Ucode
80 lines
2.5 KiB
Ucode
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//=============================================================================
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// KFProj_Blade_BladedPistol
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//=============================================================================
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// Blade class for the BladedPistol
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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 KFProj_Blade_BladedPistol extends KFProj_RicochetStickBullet
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hidedropdown;
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// Make sure that last location always exists.
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simulated event PostBeginPlay()
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{
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Super.PostBeginPlay();
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LastLocation = Location;
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}
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simulated function bool ShouldProcessBulletTouch()
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{
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return BouncesLeft > 0 && GravityScale == default.GravityScale;
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}
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defaultproperties
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{
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MaxSpeed=4000.0 //2500.0
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Speed=4000.0 //2500.0
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GravityScale=0.8 //0.75
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DamageRadius=0
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bWarnAIWhenFired=true
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BouncesLeft=2
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DampingFactor=0.8 //0.95
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RicochetEffects=KFImpactEffectInfo'WEP_BladedPistol_ARCH.BladedImpacts'
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LifeSpan=8
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LifeSpanAfterStick=180
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Begin Object Name=CollisionCylinder
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CollisionRadius=6
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CollisionHeight=2
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End Object
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// Additional zero-extent line traces
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//ExtraLineCollisionOffsets.Add((Y=-8))
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//ExtraLineCollisionOffsets.Add((Y=8))
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ExtraLineCollisionOffsets.Add((Y=-16))
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ExtraLineCollisionOffsets.Add((Y=16))
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ExtraLineCollisionOffsets.Add((Z=-6))
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ExtraLineCollisionOffsets.Add((Z=6))
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// Since we're still using an extent cylinder, we need a line at 0
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ExtraLineCollisionOffsets.Add(())
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bAmbientSoundZedTimeOnly=false
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bNoReplicationToInstigator=false
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bUseClientSideHitDetection=true
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bUpdateSimulatedPosition=true
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bRotationFollowsVelocity=false
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bNetTemporary=False
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ProjFlightTemplate=ParticleSystem'WEP_BladedPistol_EMIT.FX_bladed_projectile_01'
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ProjFlightTemplateZedTime=ParticleSystem'WEP_BladedPistol_EMIT.FX_bladed_projectile_01'
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ImpactEffects=KFImpactEffectInfo'WEP_BladedPistol_ARCH.BladedEmbedFX'
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AmbientSoundPlayEvent=AkEvent'WW_WEP_BladedPistol.Play_WEP_BladedPistol_Projectile_Loop'
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AmbientSoundStopEvent=AkEvent'WW_WEP_BladedPistol.Stop_WEP_BladedPistol_Projectile_Loop'
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PickupRadius=250 //200
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WeaponClassName=KFWeap_Pistol_Bladed
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ProjPickupTemplate=ParticleSystem'WEP_BladedPistol_EMIT.FX_bladed_pickup_01'
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AmmoPickupSound=AkEvent'WW_WEP_BladedPistol.Play_WEP_BladedPistol_Projectile_Pickup'
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TouchTimeThreshhold=0.15
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}
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