64 lines
1.8 KiB
Ucode
64 lines
1.8 KiB
Ucode
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//=============================================================================
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// KFProj_CrystalSpike_HRG_Vampire
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//=============================================================================
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// Bullet class for the HRG Vampire crystal spikes.
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2020 Tripwire Interactive LLC
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//
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//=============================================================================
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class KFProj_CrystalSpike_HRG_Vampire extends KFProj_Bullet
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hidedropdown;
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simulated function ProcessBulletTouch(Actor Other, Vector HitLocation, Vector HitNormal)
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{
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super.ProcessBulletTouch(Other, HitLocation, HitNormal);
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if( WorldInfo.NetMode != NM_DedicatedServer )
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{
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if ( Other.IsA('Pawn') && Other.bCanBeDamaged)
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{
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WorldInfo.MyEmitterPool.SpawnEmitter(ImpactEffects.DefaultImpactEffect.ParticleTemplate, HitLocation, rotator(HitNormal), Other);
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PlaySoundBase(ImpactEffects.DefaultImpactEffect.Sound, true,,, HitLocation);
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}
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}
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}
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defaultproperties
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{
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bWarnAIWhenFired=true
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MaxSpeed=12000.0 //15000.0
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Speed=12000.0 ///15000.0
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TerminalVelocity=12000.0 //15000.0
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DamageRadius=0
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ProjFlightTemplate=ParticleSystem'WEP_HRG_Vampire_EMIT.FX_HRG_Vampire_Projectile_ALT'
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LifeSpan=10
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bBlockedByInstigator=false
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bCollideActors=true
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bCollideComplex=true
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bNoEncroachCheck=true
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bNoReplicationToInstigator=false
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bUseClientSideHitDetection=true
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bUpdateSimulatedPosition=false
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bRotationFollowsVelocity=false
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bNetTemporary=false
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bSyncToOriginalLocation=true
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ImpactEffects = KFImpactEffectInfo'WEP_HRG_Vampire_Arch.HRG_Vampire_SpikeFireImpacts'
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AmbientSoundPlayEvent=None
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AmbientSoundStopEvent=None
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TouchTimeThreshhold=0.15
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AssociatedPerkClass=class'KFPerk_FieldMedic'
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}
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