//============================================================================= // KFDT_Ballistic_ThermiteBoreImpact //============================================================================= // Rocket impact damage type for the Thermite rocket launcher //============================================================================= // Killing Floor 2 // Copyright (C) 2021 Tripwire Interactive LLC //============================================================================= class KFDT_Ballistic_ThermiteBoreImpact extends KFDT_Ballistic_Shell abstract hidedropdown; // Damage type to use for the burning damage over time var class BurnDamageType; static simulated function bool CanDismemberHitZone(name InHitZoneName) { return false; } static simulated function bool CanDismemberHitZoneWhileAlive(name InHitZoneName) { 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 ) { // Overriden to specific a different damage type to do the burn damage over // time. We do this so we don't get shotgun pellet impact sounds/fx during // the DOT burning. if ( default.BurnDamageType.default.DoT_Type != DOT_None ) { Victim.ApplyDamageOverTime(DamageTaken, InstigatedBy, default.BurnDamageType); } } defaultproperties { KDamageImpulse=0 KDeathUpKick=0 KDeathVel=0 BurnPower=50 KnockdownPower=50 StumblePower=350 GunHitPower=300 BurnDamageType=class'KFDT_Fire_ThermiteImpactDoT' SelfDamageReductionValue=0.05f //0.25f ModifierPerkList(0)=class'KFPerk_FireBug' WeaponDef=class'KFWeapDef_ThermiteBore' }