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

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2020-12-13 15:01:13 +00:00
//=============================================================================
// KFDT_Slashing_IonThruster
//=============================================================================
// Killing Floor 2
// Copyright (C) 2017 Tripwire Interactive LLC
//=============================================================================
class KFDT_Slashing_IonThruster extends KFDT_Slashing
abstract
hidedropdown;
// Damage type to use for the burning damage over time
var class<KFDamageType> BurnDamageType;
/** Allows the damage type to customize exactly which hit zones it can dismember */
static simulated function bool CanDismemberHitZone( name InHitZoneName )
{
return true;
}
/** Allows the damage type to map a hit zone to a different bone for dismemberment purposes */
static simulated function GetBoneToDismember(KFPawn_Monster InPawn, vector HitDirection, name InHitZoneName, out name OutBoneName)
{
local EPawnOctant SlashDir;
local KFCharacterInfo_Monster MonsterInfo;
MonsterInfo = InPawn.GetCharacterMonsterInfo();
if ( MonsterInfo == none )
{
return;
}
SlashDir = GetLastSlashDirection(InPawn, HitDirection);
if( SlashDir == DIR_Forward || SlashDir == DIR_Backward )
{
if( InHitZoneName == 'chest' || InHitZoneName == 'head' )
{
if( MonsterInfo.SpecialMeleeDismemberment.bAllowVerticalSplit )
{
// Randomly pick the left or right shoulder bone and split the guy in half vertically
OutBoneName = Rand(2) == 0
? MonsterInfo.SpecialMeleeDismemberment.LeftShoulderBoneName
: MonsterInfo.SpecialMeleeDismemberment.RightShoulderBoneName;
}
}
}
else if( SlashDir == DIR_Left || SlashDir == DIR_Right )
{
if( InHitZoneName == 'chest' || InHitZoneName == 'abdomen' || InHitZoneName == 'stomach' )
{
if( MonsterInfo.SpecialMeleeDismemberment.bAllowHorizontalSplit )
{
// Split the guy in half horizontally
OutBoneName = MonsterInfo.SpecialMeleeDismemberment.SpineBoneName;
}
}
}
else if( SlashDir == DIR_ForwardLeft || SlashDir == DIR_BackwardRight )
{
if( InHitZoneName == 'chest' )
{
if( MonsterInfo.SpecialMeleeDismemberment.bAllowVerticalSplit )
{
OutBoneName = MonsterInfo.SpecialMeleeDismemberment.RightShoulderBoneName;
}
}
else if( InHitZoneName == 'head' )
{
if( MonsterInfo.SpecialMeleeDismemberment.bAllowVerticalSplit )
{
// Use a random chance to decide whether to dismember the head or the shoulder constraints
if( Rand(2) == 0 )
{
// ... and choose one of the shoulder constraints at random
OutBoneName = MonsterInfo.SpecialMeleeDismemberment.RightShoulderBoneName;
}
}
}
}
else if( SlashDir == DIR_ForwardRight || SlashDir == DIR_BackwardLeft )
{
if( InHitZoneName == 'chest' )
{
if( MonsterInfo.SpecialMeleeDismemberment.bAllowVerticalSplit )
{
OutBoneName = MonsterInfo.SpecialMeleeDismemberment.LeftShoulderBoneName;
}
}
else if( InHitZoneName == 'head' )
{
if( MonsterInfo.SpecialMeleeDismemberment.bAllowVerticalSplit )
{
// Use a random chance to decide whether to dismember the head or the shoulder constraints
if( Rand(2) == 0 )
{
OutBoneName = MonsterInfo.SpecialMeleeDismemberment.LeftShoulderBoneName;
}
}
}
}
}
/** Allows the damage type to modify the impulse when a specified hit zone is dismembered */
static simulated function ModifyDismembermentHitImpulse(KFPawn_Monster InPawn, name InHitZoneName, vector HitDirection,
out vector OutImpulseDir, out vector OutParentImpulseDir,
out float OutImpulseScale, out float OutParentImpulseScale)
{
local EPawnOctant SlashDir;
SlashDir = GetLastSlashDirection(InPawn, HitDirection);
// Apply upward impulse on decapitation from a clean horizontal slash
if( InHitZoneName == 'head' &&
( SlashDir == DIR_Left || SlashDir == DIR_Right ) )
{
OutImpulseDir += 10*vect(0,0,1);
OutImpulseDir = Normal(OutImpulseDir);
OutParentImpulseScale = 0.f;
}
// Do not apply any impulse on split in half from a vertical slash
else if( (InHitZoneName == 'head' || InHitZoneName == 'chest' ) &&
( SlashDir == DIR_Forward || SlashDir == DIR_Backward) )
{
OutImpulseScale = 0.f;
OutParentImpulseScale = 0.f;
}
}
/** Play damage type specific impact effects when taking damage */
static function PlayImpactHitEffects(KFPawn P, vector HitLocation, vector HitDirection, byte HitZoneIndex, optional Pawn HitInstigator)
{
// Play burn effect when dead
if (P.bPlayedDeath && P.WorldInfo.TimeSeconds > P.TimeOfDeath)
{
default.BurnDamageType.static.PlayImpactHitEffects(P, HitLocation, HitDirection, HitZoneIndex, HitInstigator);
}
super.PlayImpactHitEffects(P, HitLocation, HitDirection, HitZoneIndex, HitInstigator);
}
/** Called when damage is dealt to apply additional damage type (e.g. Damage Over Time) */
static function ApplySecondaryDamage(KFPawn Victim, int DamageTaken, optional Controller InstigatedBy)
{
// Overriden to specific a different damage type to do the burn damage over
// time. We do this so we don't get shotgun pellet impact sounds/fx during
// the DOT burning.
if (default.BurnDamageType.default.DoT_Type != DOT_None)
{
Victim.ApplyDamageOverTime(DamageTaken, InstigatedBy, default.BurnDamageType);
}
}
defaultproperties
{
//Physics
KDamageImpulse=1500
KDeathUpKick=200
KDeathVel=375
//Afflictionsz
MeleeHitPower=75
BurnPower=25
BurnDamageType = class'KFDT_Fire_IonThrusterDoT'
EffectGroup=FXG_Slashing_Ion
GoreDamageGroup=DGT_Fire
WeaponDef=class'KFWeapDef_IonThruster'
ModifierPerkList(0)=class'KFPerk_Berserker'
OverrideImpactEffect=ParticleSystem'WEP_Ion_Sword_EMIT.FX_Ion_Sword_Impact'
}