//============================================================================= // KFDT_Piercing_NadeFragment //============================================================================= // Piercing grenade fragment damage //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // John "Ramm-Jaeger" Gibson //============================================================================= class KFDT_Piercing_NadeFragment extends KFDT_Piercing abstract hidedropdown; /** Allows the damage type to customize exactly which hit zones it can dismember */ static simulated function bool CanDismemberHitZone( name InHitZoneName ) { switch ( InHitZoneName ) { case 'lhand': case 'rhand': case 'lfoot': case 'rfoot': case 'lforearm': case 'rforearm': case 'lcalf': case 'rcalf': case 'lthigh': case 'rthigh': return true; } return false; } defaultproperties { bShouldSpawnBloodSplat=true bShouldSpawnPersistentBlood=true BodyWoundDecalMaterials[0]=MaterialInstanceConstant'FX_Gore_MAT.FX_CH_Wound_01_Mic' // It's like a bullet, but we use piercing so that it hurts the fleshpound more GoreDamageGroup=DGT_Handgun EffectGroup=FXG_Ballistic BloodSpread=0.4 BloodScale=0.6 KDamageImpulse=400 KDeathUpKick=250 StumblePower=1000 GunHitPower=0 MeleeHitPower=100 WeaponDef=class'KFWeapDef_Grenade_Support' ModifierPerkList(0)=class'KFPerk_Support' }