2022-11-27 21:49:25 +00:00
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//=============================================================================
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// KFProj_Rocket_HRG_MedicMissile
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2022 Tripwire Interactive LLC
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//=============================================================================
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class KFProj_Rocket_HRG_MedicMissile extends KFProj_BallisticExplosive
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hidedropdown;
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simulated function bool AllowNuke()
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{
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return false;
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}
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simulated function bool AllowDemolitionistConcussive()
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{
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return false;
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}
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simulated function bool AllowDemolitionistExplosionChangeRadius()
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{
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return false;
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}
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2022-12-07 20:25:49 +00:00
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// Used by Demolitionist Nuke and Mad Bomber skills
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simulated function bool CanDud()
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{
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return false;
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}
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2022-11-27 21:49:25 +00:00
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simulated protected function PrepareExplosionTemplate()
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{
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local Weapon OwnerWeapon;
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local Pawn OwnerPawn;
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local KFPerk_Survivalist Perk;
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super(KFProjectile).PrepareExplosionTemplate();
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OwnerWeapon = Weapon(Owner);
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if (OwnerWeapon != none)
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{
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OwnerPawn = Pawn(OwnerWeapon.Owner);
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if (OwnerPawn != none)
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{
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Perk = KFPerk_Survivalist(KFPawn(OwnerPawn).GetPerk());
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if (Perk != none)
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{
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ExplosionTemplate.DamageRadius *= KFPawn(OwnerPawn).GetPerk().GetAoERadiusModifier();
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}
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}
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}
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}
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simulated function AdjustCanDisintigrate()
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{
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// This weapon is not from Demolitionist, so always enable Siren disintegrate
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bCanDisintegrate = true;
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}
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defaultproperties
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{
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Physics=PHYS_Projectile
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Speed=5000
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MaxSpeed=5000
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TossZ=0
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GravityScale=1.0
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MomentumTransfer=50000.0
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ArmDistSquared=75000 // 2m
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2022-11-27 21:49:25 +00:00
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bCollideWithTeammates=true
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bWarnAIWhenFired=true
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ProjFlightTemplate=ParticleSystem'WEP_HRG_MedicMissile_EMIT.FX_HRG_MedicMissile_Projectile'
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ProjFlightTemplateZedTime=ParticleSystem'WEP_HRG_MedicMissile_EMIT.FX_HRG_MedicMissile_Projectile_ZED_TIME'
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ProjDudTemplate=ParticleSystem'WEP_HRG_MedicMissile_EMIT.FX_HRG_MedicMissile_Projectile_Dud'
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GrenadeBounceEffectInfo=KFImpactEffectInfo'WEP_HRG_MedicMissile_ARCH.HRG_MedicMissile_Projectile_Impacts'
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ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
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bCanDisintegrate=true
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AmbientSoundPlayEvent=AkEvent'WW_WEP_HRG_MedicMissile.Play_WEP_HRG_MedicMissile_Projectile_Loop'
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AmbientSoundStopEvent=AkEvent'WW_WEP_HRG_MedicMissile.Stop_WEP_HRG_MedicMissile_Projectile_Loop'
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2023-05-11 15:55:04 +00:00
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AltExploEffects=KFImpactEffectInfo'WEP_HRG_MedicMissile_ARCH.HRG_MedicMissile_Explosion'
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ExplosionActorClass=class'KFExplosion_HRG_MedicMissile'
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// Grenade explosion light
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Begin Object Class=PointLightComponent Name=ExplosionPointLight
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LightColor=(R=60,G=200,B=255,A=255)
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Brightness=2.f
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Radius=1500.f
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FalloffExponent=10.f
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CastShadows=False
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CastStaticShadows=FALSE
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CastDynamicShadows=False
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bCastPerObjectShadows=false
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bEnabled=FALSE
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LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
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End Object
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// explosion
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Begin Object Class=KFGameExplosion Name=ExploTemplate0
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Damage=700
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DamageRadius=300
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DamageFalloffExponent=1
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DamageDelay=0.f
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// Damage Effects
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MyDamageType=class'KFDT_Explosive_HRG_MedicMissile'
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KnockDownStrength=0
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FractureMeshRadius=0.0
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FracturePartVel=0.0
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ExplosionEffects=KFImpactEffectInfo'WEP_HRG_MedicMissile_ARCH.HRG_MedicMissile_Explosion'
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ExplosionSound=AkEvent'WW_WEP_HRG_MedicMissile.Play_WEP_HRG_MedicMissile_Explosion'
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// Dynamic Light
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ExploLight=ExplosionPointLight
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ExploLightStartFadeOutTime=0.0
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ExploLightFadeOutTime=0.2
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// Camera Shake
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CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Light_Explosion_Rumble'
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CamShakeInnerRadius=200
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CamShakeOuterRadius=900
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CamShakeFalloff=1.5f
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bOrientCameraShakeTowardsEpicenter=true
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End Object
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ExplosionTemplate=ExploTemplate0
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bCanApplyDemolitionistPerks=false
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}
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