//============================================================================= // KFDT_Bleeding_HRG_Vampire_BloodSuck //============================================================================= // //============================================================================= // Killing Floor 2 // Copyright (C) 2020 Tripwire Interactive LLC //============================================================================= class KFDT_Bleeding_HRG_Vampire_BloodSuck extends KFDT_Bleeding abstract; /** 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 { //physics KDamageImpulse=0 KDeathUpKick=350 KDeathVel=350 //Afflictions BleedPower=50 //50 StumblePower=0 //20 GunHitPower=5 //Damage Over Time Components DoT_Type=DOT_Bleeding DoT_Duration=0.5 //5.0 DoT_Interval=0.5 //1.0 DoT_DamageScale=0.1 bStackDoT=true ModifierPerkList(0)=class'KFPerk_FieldMedic' WeaponDef=class'KFWeapDef_HRG_Vampire' }