//============================================================================= // KFDT_Freeze_FreezeGrenade //============================================================================= // Freeze damage from freeze grenade //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // Jeff Robinson //============================================================================= class KFDT_Freeze_FreezeGrenade extends KFDT_Freeze abstract hidedropdown; /** Play damage type specific impact effects when taking damage */ static function PlayImpactHitEffects( KFPawn P, vector HitLocation, vector HitDirection, byte HitZoneIndex, optional Pawn HitInstigator ) { local float ParamValue; local int MICIndex; MICIndex = 0; if (P.GetCharacterInfo() != none) { MICIndex = P.GetCharacterInfo().GoreFXMICIdx; } // If we're dead and not already frozen (prevents re-shattering) if ( P.bPlayedDeath && P.CharacterMICs.Length > MICIndex && P.CharacterMICs[MICIndex].GetScalarParameterValue('Scalar_Ice', ParamValue)) { if (ParamValue == 0) { PlayShatter(P, false, `TimeSinceEx(P, P.TimeOfDeath) > 0.5f, HitDirection * default.KDeathVel); return; } } Super.PlayImpactHitEffects(P, HitLocation, HitDirection, HitZoneIndex, HitInstigator); } defaultproperties { FreezePower=150 //100 MeleeHitPower=100 KDeathVel=300 WeaponDef=class'KFWeapDef_Grenade_Sharpshooter' }