57 lines
1.8 KiB
Ucode
57 lines
1.8 KiB
Ucode
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//=============================================================================
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// KFProj_Flame_HRGIncendiaryRifle
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//=============================================================================
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// Projectile class for the residual flames from the rifle's grenade.
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// It behaves like the molotov residual flames.
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2019 Tripwire Interactive LLC
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// - Tulio Beloqui (Saber Interactive)
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//=============================================================================
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class KFProj_Flame_HRGIncendiaryRifle extends KFProj_MolotovSplash;
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/** Overridden to adjust particle system for different surface orientations (wall, ceiling)
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* and nudge location
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*/
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simulated protected function PrepareExplosionActor(GameExplosionActor GEA)
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{
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local KFExplosion_HRGIncendiaryRifleGroundFire KFEM;
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local vector ExplosionDir;
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super.PrepareExplosionActor( GEA );
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// KFProjectile::Explode gives GEA a "nudged" location of 32 units, but it's too much, so use a smaller nudge
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GEA.SetLocation( Location + vector(GEA.Rotation) * 10 );
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KFEM = KFExplosion_HRGIncendiaryRifleGroundFire( GEA );
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if( KFEM != none )
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{
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ExplosionDir = vector( KFEM.Rotation );
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if( ExplosionDir.Z < -0.95 )
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{
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// ceiling
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KFEM.LoopingParticleEffect = KFEM.default.LoopingParticleEffectCeiling;
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}
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else if( ExplosionDir.Z < 0.05 )
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{
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// wall
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KFEM.LoopingParticleEffect = KFEM.default.LoopingParticleEffectWall;
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}
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// else floor
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}
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}
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defaultproperties
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{
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Begin Object Name=ExploTemplate0
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Damage=4
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MomentumTransferScale=1
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MyDamageType=class'KFDT_Fire_Ground_HRGIncendiaryRifle'
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End Object
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ExplosionActorClass=class'KFExplosion_HRGIncendiaryRifleGroundFire'
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}
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