//============================================================================= // KFDT_Freeze_FreezeThrower //============================================================================= // Freeze damage from freeze thrower //============================================================================= // Killing Floor 2 // Copyright (C) 2016 Tripwire Interactive LLC //============================================================================= class KFDT_Freeze_FreezeThrower extends KFDT_Freeze abstract; /** Play damage type specific impact effects when taking damage */ static function PlayImpactHitEffects( KFPawn P, vector HitLocation, vector HitDirection, byte HitZoneIndex, optional Pawn HitInstigator ) { local float ParamValue; // If we're dead and not already frozen (prevents re-shattering) if ( P.bPlayedDeath && P.CharacterMICs.Length > 0 && P.CharacterMICs[0].GetScalarParameterValue('Scalar_Ice', ParamValue)) { if (ParamValue == 0) { PlayShatter(P, false, `TimeSinceEx(P, P.TimeOfDeath) > 0.5f, HitDirection * default.KDeathVel); return; } } Super.PlayImpactHitEffects(P, HitLocation, HitDirection, HitZoneIndex, HitInstigator); } defaultproperties { FreezePower=12.5 //10 increased 25% last test felt to hard to freeze MeleeHitPower=20 KDeathVel=300 DoT_Type=DOT_Fire DoT_Duration=INDEX_NONE //5.0//1.0 DoT_Interval=INDEX_NONE//0.5 DoT_DamageScale=0.0//0.1 bIgnoreSelfInflictedScale=false WeaponDef=class'KFWeapDef_FreezeThrower' ModifierPerkList(0)=class'KFPerk_Survivalist' }