//============================================================================= // KFProj_Bullet_Frost_Shotgun_Axe //============================================================================= // Bullet class for the Frost_Shotgun_Axe //============================================================================= // Killing Floor 2 // Copyright (C) 2019 Tripwire Interactive LLC //============================================================================= class KFProj_Bullet_Frost_Shotgun_Axe extends KFProj_Bullet_Pellet hidedropdown; var AkEvent oFrozenSound; simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal) { local KFPawn p; p = KFPawn(Other); super.ProcessTouch(Other, HitLocation, HitNormal); if(p != none) { if(KFPawn_Monster(p).IsDoingSpecialMove(SM_Frozen)) { p.PlayAkEvent(oFrozenSound); } } } defaultproperties { MaxSpeed=7000 //24000.0 Speed=7000 //24000.0 DamageRadius=0 ProjFlightTemplate=ParticleSystem'WEP_Frost_Shotgun_Axe_EMIT.FX_FrostFang_Tracer_01' ProjFlightTemplateZedTime=ParticleSystem'WEP_Frost_Shotgun_Axe_EMIT.FX_FrostFang_Tracer_Zedtime_01' ImpactEffects=KFImpactEffectInfo'WEP_Frost_Shotgun_Axe_ARCH.WEP_FrostFang_Projectile_Impact' oFrozenSound=AkEvent'WW_WEP_FrostFang.Play_FrostFang_Frozen_Impact' AssociatedPerkClass=class'KFPerk_Support' }