//============================================================================= // KFDT_Ballistic_Shotgun_Medic //============================================================================= // Ballistic damage with light impact energy, but stronger hit reactions //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC //============================================================================= class KFDT_Ballistic_Shotgun_Medic extends KFDT_Ballistic_Shotgun abstract hidedropdown; /** Allows the damage type to customize exactly which hit zones it can dismember */ static simulated function bool CanDismemberHitZone( name InHitZoneName ) { if( super.CanDismemberHitZone( InHitZoneName ) ) { return true; } switch ( InHitZoneName ) { case 'lupperarm': case 'rupperarm': case 'chest': case 'heart': return true; } return false; } /** 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 ) { local class ToxicDT; ToxicDT = class'KFDT_Ballistic_Assault_Medic'.static.GetMedicToxicDmgType( DamageTaken, InstigatedBy ); if ( ToxicDT != None ) { Victim.ApplyDamageOverTime(DamageTaken, InstigatedBy, ToxicDT); } } defaultproperties { BloodSpread=0.4 BloodScale=0.6 KDamageImpulse=900 KDeathUpKick=-500 KDeathVel=350 //KDamageImpulse=550 //KDeathUpKick=120 //KDeathVel=35 KnockdownPower=0 StumblePower=13 GunHitPower=45 WeaponDef=class'KFWeapDef_MedicShotgun' //Perk ModifierPerkList(0)=class'KFPerk_FieldMedic' }