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KF2-Dev-Scripts/KFGameContent/Classes/KFProj_Bullet_Shotgun_S12_Alt.uc

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2023-05-11 15:55:04 +00:00
//=============================================================================
// KFProj_Bullet_Shotgun_S12_Alt
//=============================================================================
// Class Description
//=============================================================================
// Killing Floor 2
// Copyright (C) 2023 Tripwire Interactive LLC
//=============================================================================
class KFProj_Bullet_Shotgun_S12_Alt extends KFProj_BallisticExplosive
hidedropdown;
var protected KFWeapon OwnerWeapon;
/** Initialize the projectile */
function Init( vector Direction )
{
super.Init( Direction );
OwnerWeapon = KFWeapon( Owner );
if( OwnerWeapon != none )
{
OwnerWeapon.LastPelletFireTime = WorldInfo.TimeSeconds;
}
if (KFPawn(Instigator) != none)
{
// Explode right away
ForceExplode();
}
}
reliable client function ForceExplode()
{
local vector Normal, MuzzleLocation;
if (KFPawn(Instigator) != none)
{
Normal.X = 0.f;
Normal.Y = 0.f;
Normal.Z = 1.f;
KFSkeletalMeshComponent(OwnerWeapon.Mesh).GetSocketWorldLocationAndRotation('MuzzleFlashAlt', MuzzleLocation);
Explode(MuzzleLocation, Normal);
Detonate();
}
}
simulated function bool CanDud()
{
return false;
}
/** Don't allow more than one pellet projectile to perform this check in a single frame */
function bool ShouldWarnAIWhenFired()
{
return super.ShouldWarnAIWhenFired() && OwnerWeapon != none && OwnerWeapon.LastPelletFireTime < WorldInfo.TimeSeconds;
}
simulated protected function PrepareExplosionTemplate()
{
super.PrepareExplosionTemplate();
/** Since bIgnoreInstigator is transient, its value must be defined here */
ExplosionTemplate.bIgnoreInstigator = true;
}
simulated function AdjustCanDisintigrate() {}
/** Can be overridden in subclasses to exclude specific projectiles from nuking */
simulated function bool AllowNuke()
{
return false;
}
defaultproperties
{
ArmDistSquared=0.f
MaxSpeed=0.0
Speed=0.0
DamageRadius=0
// Grenade explosion light
Begin Object Class=PointLightComponent Name=ExplosionPointLight
LightColor=(R=252,G=218,B=171,A=255)
Brightness=0.5f
Radius=400.f
FalloffExponent=10.f
CastShadows=False
CastStaticShadows=FALSE
CastDynamicShadows=False
bCastPerObjectShadows=false
bEnabled=FALSE
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
End Object
// explosion
Begin Object Class=KFGameExplosion Name=ExploTemplate0
Damage=200
DamageRadius=800
DamageFalloffExponent=0.f
DamageDelay=0.f
MomentumTransferScale=10000
bAlwaysFullDamage=true
bDoCylinderCheck=true
// Damage Effects
MyDamageType=class'KFDT_Explosive_Shotgun_S12'
KnockDownStrength=150
FractureMeshRadius=200.0
FracturePartVel=500.0
ExplosionSound=AkEvent'WW_WEP_Saiga12.Play_WEP_Saiga12_Alt_Fire_1P'
ExplosionEffects=KFImpactEffectInfo'WEP_Saiga12_ARCH.WEP_Saiga12_Impacts'
// Dynamic Light
ExploLight=ExplosionPointLight
ExploLightStartFadeOutTime=0.0
ExploLightFadeOutTime=0.3
bIgnoreInstigator=true
ActorClassToIgnoreForDamage = class'KFPawn_Human'
// Camera Shake
CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Light_Explosion_Rumble'
CamShakeInnerRadius=0
CamShakeOuterRadius=300
CamShakeFalloff=1.5f
bOrientCameraShakeTowardsEpicenter=true
End Object
ExplosionTemplate=ExploTemplate0
}