//============================================================================= // KFDT_Fire_FlareGun //============================================================================= // Damage caused by heat and combustion //============================================================================= // Killing Floor 2 // Copyright (C) 2017 Tripwire Interactive LLC //============================================================================= class KFDT_Fire_FlareGun extends KFDT_Ballistic_Handgun abstract; // Damage type to use for the burning damage over time var class BurnDamageType; /** 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 { WeaponDef=class'KFWeapDef_FlareGun' ModifierPerkList(0)=class'KFPerk_Firebug' ModifierPerkList(1)=class'KFPerk_Gunslinger' ModifierPerkList(2)=class'KFPerk_Sharpshooter' EffectGroup=FXG_Flare BurnDamageType=class'KFDT_Fire_FlareGunDoT' CameraLensEffectTemplate=class'KFCameraLensEmit_Fire' KDamageImpulse=1000 KDeathUpKick=120 KDeathVel=10 BurnPower=30 //2.5 //15.5 KnockdownPower=15 StumblePower=100//50 GunHitPower=150 }