//============================================================================= // KFPerk_Demolitionist //============================================================================= // The demo perk class //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC // Christian "schneidzekk" Schneider //============================================================================= class KFPerk_Demolitionist extends KFPerk native; //`include(KFOnlineStats.uci) var const PerkSkill ExplosiveDamage; // 1% increased explosive damage per level (max 25%) var const PerkSkill ExplosiveResistance; // 10% explosive resistance, additional 2% resistance per level (max 60%) var const PerkSkill ExplosiveAmmo; // 1 extra explosive ammo for every 5 levels. Weapons only var Array SuppliedPawnList; var private const float SharedExplosiveResistance; var private const class ExplosiveResistableDamageTypeSuperClass; /** the radius in within the shared explosive resistance works */ var private const float ExplosiveResistanceRadius; /** Template for explosion when you die with the Sacrifice perk skill*/ var KFGameExplosion SacrificeExplosionTemplate; /** Template for explosion when do an explosion with the Nuke perk skill*/ var KFGameExplosion NukeExplosionTemplate; /** Template for explosion when a door is opened by zeds that has been welded when you have the Door Trap perk skill*/ var KFGameExplosion DoorTrapExplosionTemplate; var class NukeExplosionActorClass; /** How much to modify a projectile's damage when the nuke skill is active */ var private const float NukeDamageModifier; /** How much to modify a projectile's damage radius when the nuke skill is active */ var private const float NukeRadiusModifier; var AkEvent ConcussiveExplosionSound; var private const float AoeDamageModifier; var private const int LingeringNukePoisonDamage; var private const array PassiveExtraAmmoIgnoredClassNames; var private const array ExtraAmmoIgnoredClassNames; var private const array TacticalReloadAsReloadRateClassNames; var private const array OnlySecondaryAmmoWeapons; var private const array DamageIgnoredDTs; var private const float DaZedEMPPower; var private const float ProfessionalAoEModifier; var private bool bUsedSacrifice; var private const class LingeringNukeDamageType; enum EDemoSkills { EDemoDamage, EDemoTacticalReload, EDemoDirectHit, EDemoAmmo, EDemoSirenResistance, EDemoAoE, EDemoCriticalHit, EDemoConcussiveForce, EDemoNuke, EDemoProfessional }; /********************************************************************************************* * @name Perk init and spawning ******************************************************************************************** */ /** * @brief(Server) Modify Instigator settings based on selected perk */ function ApplySkillsToPawn() { local KFGameReplicationInfo KFGRI; Super.ApplySkillsToPawn(); KFGRI = KFGameReplicationInfo(WorldInfo.GRI); if( MyPRI != none ) { MyPRI.bNukeActive = IsNukeActive(); MyPRI.bConcussiveActive = IsConcussiveForceActive(); } if (KFGRI == none && KFGRI.bTraderIsOpen) { return; } //ResetSupplier(); } /** * @brief Resets certain perk values on wave start/end */ function OnWaveEnded() { Super.OnWaveEnded(); bUsedSacrifice = false; } /** * @brief Resets certain perk values on wave start/end */ function OnWaveStart() { Super.OnWaveStart(); ResetSupplier(); } /********************************************************************************************* * @name Passives ********************************************************************************************* */ /** * @brief Modifies the damage dealt * * @param InDamage damage * @param DamageCauser weapon or projectile (optional) * @param MyKFPM the zed damaged (optional) * @param DamageInstigator responsible controller (optional) * @param class DamageType the damage type used (optional) */ simulated function ModifyDamageGiven( out int InDamage, optional Actor DamageCauser, optional KFPawn_Monster MyKFPM, optional KFPlayerController DamageInstigator, optional class DamageType, optional int HitZoneIdx ) { local KFWeapon KFW; local float TempDamage; local bool bIsCrossboom; if( DamageType != none && IsDamageIgnoredDT( DamageType ) ) { return; } TempDamage = InDamage; `QAlog( "ModifyDamage() Start Damage:" @ InDamage, bLogPerk ); if( DamageCauser != none ) { KFW = GetWeaponFromDamageCauser( DamageCauser ); } bIsCrossboom = IsHRGCrossboom(KFW); if( (KFW != none && (IsWeaponOnPerk( KFW,, self.class )) || bIsCrossboom) || (DamageType != none && IsDamageTypeOnPerk( DamageType )) ) { `QALog( "Base Damage Given" @ DamageType @ KFW @ InDamage, bLogPerk ); //Passive TempDamage += InDamage * GetPassiveValue( ExplosiveDamage, CurrentLevel ); `QALog( "ExplosiveDamage Given" @ DamageType @ KFW @ InDamage * GetPassiveValue( ExplosiveDamage, CurrentLevel ), bLogPerk ); //Damage skill if( IsDamageActive() ) { TempDamage += InDamage * GetSkillValue( PerkSkills[EDemoDamage] ); `QALog( "Bombadier Given" @ DamageType @ KFW @ InDamage * GetSkillValue( PerkSkills[EDemoDamage] ), bLogPerk ); } if( IsDirectHitActive() && ((DamageType != none && IsDamageTypeOnPerk( DamageType )) || bIsCrossboom )) { if( class(DamageType) != none || class(DamageType)!=none || (bIsCrossboom && class(DamageType) != none)) { TempDamage += InDamage * GetSkillValue( PerkSkills[EDemoDirectHit] ); `QALog( "High Impact Damage Given" @ DamageType @ KFW @ InDamage * GetSkillValue( PerkSkills[EDemoDirectHit] ), bLogPerk ); } } if( IsCriticalHitActive() && MyKFPM != none && IsCriticalHitZone( MyKFPM, HitZoneIdx ) ) { TempDamage += InDamage * GetSkillValue( PerkSkills[EDemoCriticalHit] ); `QALog( "Armor Piercing Rounds Damage Given" @ DamageType @ KFW @ InDamage * GetSkillValue( PerkSkills[EDemoCriticalHit] ), bLogPerk ); } if( IsAoEActive() ) { TempDamage -= InDamage * GetAoEDamageModifier(); } } `QALog( "Total Damage Given" @ DamageType @ KFW @ GetPercentage( InDamage, Round( TempDamage ) ), bLogPerk ); InDamage = Round( TempDamage ); `QAlog( "ModifyDamage() Total Damage:" @ InDamage, bLogPerk ); } static protected function bool IsDamageIgnoredDT( class KFDT ) { return default.DamageIgnoredDTs.Find( KFDT.name ) != INDEX_NONE; } protected function bool IsCriticalHitZone( KFPawn TestPawn, int HitZoneIndex ) { if( TestPawn != none && HitzoneIndex >= 0 && HitzoneIndex < TestPawn.HitZones.length ) { return TestPawn.HitZones[HitZoneIndex].DmgScale > 1.f; } return false; } /** * @brief DamageType on perk? * * @param KFDT The damage type * @return true/false */ static function bool IsDamageTypeOnPerk( class KFDT ) { if( KFDT != none && IsDamageIgnoredDT( KFDT ) ) { return false; } return super.IsDamageTypeOnPerk( KFDT ); } /** * @brief Modifies the damage taken * * @param InDamage damage * @param DamageType the damage type used (optional) * @param InstigatedBy damage instigator (optional) */ function ModifyDamageTaken( out int InDamage, optional class DamageType, optional Controller InstigatedBy ) { local float TempDamage; if( InDamage <= 0 ) { return; } TempDamage = InDamage; if( ClassIsChildOf( DamageType, class'KFDT_Explosive' ) ) { TempDamage *= 1 - GetPassiveValue( ExplosiveResistance, CurrentLevel ); if (InstigatedBy == OwnerPC && (IsNukeActive() || IsProfessionalActive()) && ShouldNeverDud()) { TempDamage = 0; } } `QALog( "Total Damage Resistance" @ DamageType @ GetPercentage(InDamage, Round(TempDamage)), bLogPerk ); InDamage = Round( TempDamage ); } /** * @brief Modifies starting spare ammo * * @param KFW The weapon * @param PrimarySpareAmmo ammo amount * @param TraderItem the weapon's associated trader item info */ simulated function ModifySpareAmmoAmount( KFWeapon KFW, out int PrimarySpareAmmo, optional const out STraderItem TraderItem, optional bool bSecondary=false ) { local array< class > WeaponPerkClass; local bool bUsesAmmo; local name WeaponClassName; if( KFW == none ) { WeaponPerkClass = TraderItem.AssociatedPerkClasses; bUsesAmmo = TraderItem.WeaponDef.static.UsesAmmo(); WeaponClassName = TraderItem.ClassName; } else { WeaponPerkClass = KFW.GetAssociatedPerkClasses(); bUsesAmmo = KFW.UsesAmmo(); WeaponClassName = KFW.class.Name; } if( bUsesAmmo ) { GivePassiveExtraAmmo( PrimarySpareAmmo, KFW, WeaponPerkClass, WeaponClassName, bSecondary ); GiveAmmoExtraAmmo( PrimarySpareAmmo, KFW, WeaponPerkClass, WeaponClassName, bSecondary ); } } simulated private function GivePassiveExtraAmmo( out int PrimarySpareAmmo, KFWeapon KFW, array< class > WeaponPerkClass, name WeaponClassName, optional bool bSecondary=false ) { if( ShouldGiveOnlySecondaryAmmo( WeaponClassName ) && !bSecondary ) { return; } if( IsWeaponOnPerk( KFW, WeaponPerkClass, self.class ) && PassiveExtraAmmoIgnoredClassNames.Find( WeaponClassName ) == INDEX_NONE ) { PrimarySpareAmmo += GetExtraAmmo( CurrentLevel ); } } simulated private function GiveAmmoExtraAmmo( out int PrimarySpareAmmo, KFWeapon KFW, array< class > WeaponPerkClass, name WeaponClassName, optional bool bSecondary=false ) { if( ShouldGiveOnlySecondaryAmmo( WeaponClassName ) && !bSecondary ) { return; } if( IsWeaponOnPerk( KFW, WeaponPerkClass, self.class ) && ExtraAmmoIgnoredClassNames.Find( WeaponClassName ) == INDEX_NONE ) { PrimarySpareAmmo += GetAmmoExtraAmmo(); } } simulated function bool ShouldGiveOnlySecondaryAmmo( name WeaponClassName ) { return OnlySecondaryAmmoWeapons.Find( WeaponClassName ) != INDEX_NONE; } /** * @brief Modifies the max spare ammo * * @param KFW The weapon * @param PrimarySpareAmmo ammo amount * @param TraderItem the weapon's associated trader item info */ simulated function ModifyMaxSpareAmmoAmount( KFWeapon KFW, out int MaxSpareAmmo, optional const out STraderItem TraderItem, optional bool bSecondary=false ) { local array< class > WeaponPerkClass; local bool bUsesAmmo; local name WeaponClassName; if( KFW == none ) { WeaponPerkClass = TraderItem.AssociatedPerkClasses; bUsesAmmo = TraderItem.WeaponDef.static.UsesAmmo(); WeaponClassName = TraderItem.ClassName; } else { WeaponPerkClass = KFW.GetAssociatedPerkClasses(); bUsesAmmo = KFW.UsesAmmo(); WeaponClassName = KFW.class.Name; } if( bUsesAmmo ) { GivePassiveExtraAmmo( MaxSpareAmmo, KFW, WeaponPerkClass, WeaponClassName, bSecondary ); GiveAmmoExtraAmmo( MaxSpareAmmo, KFW, WeaponPerkClass, WeaponClassName, bSecondary ); } } /** * @brief Calculates the additional ammo per perk level * * @param Level Current perk level * @return additional ammo */ simulated private final static function int GetExtraAmmo( int Level ) { return default.ExplosiveAmmo.Increment * FFloor( float( Level ) / 5.f ); } /********************************************************************************************* * @name Selectable skills ********************************************************************************************* */ static function PrepareExplosive( Pawn ProjOwner, KFProjectile Proj, optional float AuxRadiusMod = 1.0f, optional float AuxDmgMod = 1.0f ) { local KFPlayerReplicationInfo InstigatorPRI; local KFPlayerController KFPC; local KFPerk InstigatorPerk; if( ProjOwner != none ) { if( Proj.bWasTimeDilated ) { InstigatorPRI = KFPlayerReplicationInfo( ProjOwner.PlayerReplicationInfo ); if( InstigatorPRI != none ) { if( InstigatorPRI.bNukeActive && class'KFPerk_Demolitionist'.static.ProjectileShouldNuke(Proj) ) { Proj.ExplosionTemplate = class'KFPerk_Demolitionist'.static.GetNukeExplosionTemplate(); Proj.ExplosionTemplate.Damage = Proj.default.ExplosionTemplate.Damage * class'KFPerk_Demolitionist'.static.GetNukeDamageModifier() * AuxDmgMod; Proj.ExplosionTemplate.DamageRadius = Proj.default.ExplosionTemplate.DamageRadius * class'KFPerk_Demolitionist'.static.GetNukeRadiusModifier() * AuxRadiusMod; Proj.ExplosionTemplate.DamageFalloffExponent = Proj.default.ExplosionTemplate.DamageFalloffExponent; } else if( InstigatorPRI.bConcussiveActive && Proj.AltExploEffects != none && class'KFPerk_Demolitionist'.static.ProjectileShouldConcussive(Proj) ) { Proj.ExplosionTemplate.ExplosionEffects = Proj.AltExploEffects; Proj.ExplosionTemplate.ExplosionSound = class'KFPerk_Demolitionist'.static.GetConcussiveExplosionSound(); } } } // Change the radius and damage based on the perk if( ProjOwner.Role == ROLE_Authority ) { KFPC = KFPlayerController( ProjOwner.Controller ); if( KFPC != none ) { Proj.ExplosionTemplate.DamageRadius *= AuxRadiusMod; if (class'KFPerk_Demolitionist'.static.ProjectileShouldExplosionChangeRadius(Proj)) { InstigatorPerk = KFPC.GetPerk(); Proj.ExplosionTemplate.DamageRadius *= InstigatorPerk.GetAoERadiusModifier(); } } } } } simulated function float GetAoERadiusModifier() { local float RadiusModifier; RadiusModifier = IsAoEActive() ? GetSkillValue( PerkSkills[EDemoAoE] ) : 1.f; RadiusModifier = (IsProfessionalActive() && WorldInfo.TimeDilation < 1.f) ? (RadiusModifier + default.ProfessionalAoEModifier) : RadiusModifier; return RadiusModifier; } simulated function float GetAoEDamageModifier() { return default.AoeDamageModifier; } simulated protected function int GetAmmoExtraAmmo() { return IsAmmoActive() ? GetSkillValue( PerkSkills[EDemoAmmo] ) : 0.f; } /** * @brief Should the tactical reload skill adjust the reload speed * * @param KFW weapon in use * @return true/false */ simulated function bool GetUsingTactialReload(KFWeapon KFW) { return (IsTacticalReloadActive() && (IsWeaponOnPerk(KFW, , self.class) || IsBackupWeapon(KFW) || IsDual9mm( KFW )) && TacticalReloadAsReloadRateClassNames.Find(KFW.class.Name) == INDEX_NONE); } /** * @brief Modifies the reload speed for Demolitionist weapons */ simulated function float GetReloadRateScale(KFWeapon KFW) { if (IsWeaponOnPerk(KFW, , self.class) && IsTacticalReloadActive() && TacticalReloadAsReloadRateClassNames.Find(KFW.class.Name) != INDEX_NONE) { return 0.8f; } return 1.f; } /** * @brief Sets up the supllier skill */ simulated final private function ResetSupplier() { if( MyPRI != none ) { if( SuppliedPawnList.Length > 0 ) { SuppliedPawnList.Remove( 0, SuppliedPawnList.Length ); } MyPRI.PerkSupplyLevel = 1; if( InteractionTrigger != none ) { InteractionTrigger.Destroy(); InteractionTrigger = none; } if( CheckOwnerPawn() ) { InteractionTrigger = Spawn( class'KFUsablePerkTrigger', OwnerPawn,, OwnerPawn.Location, OwnerPawn.Rotation,, true ); InteractionTrigger.SetBase( OwnerPawn ); InteractionTrigger.SetInteractionIndex( IMT_ReceiveGrenades ); OwnerPC.SetPendingInteractionMessage(); } } else if( InteractionTrigger != none ) { InteractionTrigger.Destroy(); } } /** * @brief General interaction with another pawn, here: give grenades * * @param KFPH Pawn to interact with */ simulated function Interact( KFPawn_Human KFPH ) { local KFInventoryManager KFIM; local KFPlayerController KFPC; local KFPlayerReplicationInfo OwnerPRI, UserPRI; local bool bReceivedGrenades; if( SuppliedPawnList.Find( KFPH ) != INDEX_NONE ) { return; } KFIM = KFInventoryManager(KFPH.InvManager); if( KFIM != None ) { bReceivedGrenades = KFIM.AddGrenades( 1 ); } if( bReceivedGrenades ) { SuppliedPawnList.AddItem( KFPH ); if( Role == ROLE_Authority ) { KFPC = KFPlayerController(KFPH.Controller); if( KFPC != none ) { OwnerPC.ReceiveLocalizedMessage( class'KFLocalMessage_Game', GMT_GaveGrenadesTo, KFPC.PlayerReplicationInfo ); KFPC.ReceiveLocalizedMessage( class'KFLocalMessage_Game', GMT_ReceivedGrenadesFrom, OwnerPC.PlayerReplicationInfo ); UserPRI = KFPlayerReplicationInfo(KFPC.PlayerReplicationInfo); OwnerPRI = KFPlayerReplicationInfo(OwnerPC.PlayerReplicationInfo); if( UserPRI != none && OwnerPRI != none ) { UserPRI.MarkSupplierOwnerUsed( OwnerPRI ); } `QALog( "Grenade Supplier" @ KFPC.PlayerReplicationInfo.PlayerName, bLogPerk ); } } } else { if( Role == ROLE_Authority ) { KFPC = KFPlayerController(KFPH.Controller); if( KFPC != none ) { KFPC.ReceiveLocalizedMessage( class'KFLocalMessage_Game', GMT_AmmoIsFull, OwnerPC.PlayerReplicationInfo ); } } } } /** * @brief Can other pawns interact with us? * * @param MyKFPH the other pawn * @return true/false */ simulated function bool CanInteract( KFPawn_HUman MyKFPH ) { return SuppliedPawnList.Find( MyKFPH ) == INDEX_NONE; } /** * @brief Checks if we should blow up close to death * * @return kaboom or not. */ simulated function bool ShouldSacrifice() { return IsSacrificeActive() && !bUsedSacrifice; } function NotifyPerkSacrificeExploded() { bUsedSacrifice = true; } /** * @brief Modifies the damage if the shared explosive resistance skill is selected * * @param InDamage the damage to modify */ simulated static function ModifyExplosiveDamage( out float InDamage ) { InDamage -= Indamage * GetSharedExplosiveResistance(); } simulated function bool CanExplosiveWeld() { return IsDoorTrapsActive(); } /** * @brief Checks if the projectile should be immune to the pesky siren effects * * @return Immune or not */ simulated function bool ShouldRandSirenResist() { return IsSirenResistanceActive(); } /** * @brief skills and weapons can modify the knockdown power chance * @return knockdown power multiplier */ function float GetKnockdownPowerModifier( optional class DamageType, optional byte BodyPart, optional bool bIsSprinting=false ) { local float KnockDownMultiplier; KnockDownMultiplier = 0.f; if( IsDamageTypeOnPerk( class(DamageType) ) ) { if( IsConcussiveForceActive() ) { KnockDownMultiplier += GetSkillValue( PerkSkills[EDemoConcussiveForce] ); } if( IsTacticalReloadActive() ) { KnockDownMultiplier += GetSkillValue( PerkSkills[EDemoTacticalReload] ); } } `QALog( "KnockDownMultiplier" @ KnockDownMultiplier, bLogPerk ); return KnockDownMultiplier; } /** * @brief skills and weapons can modify the stumbling power chance * @return stumbling power modifier */ function float GetStumblePowerModifier( optional KFPawn KFP, optional class DamageType, optional out float CooldownModifier, optional byte BodyPart ) { local float StumbleMultiplier; StumbleMultiplier = 0.f; if( IsConcussiveForceActive() && IsDamageTypeOnPerk( DamageType ) ) { StumbleMultiplier += GetSkillValue( PerkSkills[EDemoConcussiveForce] ); } `QALog( "StumbleMultiplier" @ StumbleMultiplier, bLogPerk ); return StumbleMultiplier; } /** * @brief skills and weapons can modify the stun power chance * * @return stun power modifier */ function float GetStunPowerModifier( optional class DamageType, optional byte HitZoneIdx ) { local float StunMultiplier; StunMultiplier = 0.f; if( IsConcussiveForceActive() && IsDamageTypeOnPerk( class(DamageType) ) ) { StunMultiplier += GetSkillValue( PerkSkills[EDemoConcussiveForce] ); } `QALog( "StunMultiplier" @ StunMultiplier, bLogPerk ); return StunMultiplier; } function float GetReactionModifier( optional class DamageType ) { local float ReactionMultiplier; ReactionMultiplier = 1.f; if( IsConcussiveForceActive() && IsDamageTypeOnPerk( DamageType ) ) { ReactionMultiplier += GetSkillValue( PerkSkills[EDemoConcussiveForce] ); } `QALog( "ReactionMultiplier" @ ReactionMultiplier, bLogPerk ); return ReactionMultiplier; } simulated static function bool ProjectileShouldNuke( KFProjectile Proj ) { return Proj.AllowNuke(); } simulated static function bool ProjectileShouldConcussive( KFProjectile Proj ) { return Proj.AllowDemolitionistConcussive(); } simulated static function bool ProjectileShouldExplosionChangeRadius( KFProjectile Proj ) { return Proj.AllowDemolitionistExplosionChangeRadius(); } simulated function bool DoorShouldNuke() { return IsNukeActive() && WorldInfo.TimeDilation < 1.f; } simulated function bool ShouldNeverDud() { return (IsNukeActive() || IsProfessionalActive()) && WorldInfo.TimeDilation < 1.f; } /** * @brief Skills can modify the zed time time delation * * @param StateName used weapon's state * @return time dilation modifier */ simulated function float GetZedTimeModifier( KFWeapon W ) { local name StateName; StateName = W.GetStateName(); if( IsProfessionalActive() && IsWeaponOnPerk( W,, self.class )) { if( ZedTimeModifyingStates.Find( StateName ) != INDEX_NONE || W.HasAlwaysOnZedTimeResist() ) { `QALog( "Professional Modifier" @ StateName @ GetSkillValue( PerkSkills[EDemoProfessional] ), bLogPerk ); return GetSkillValue( PerkSkills[EDemoProfessional] ); } } return 0.f; } /********************************************************************************************* * @name Getters etc ********************************************************************************************* */ /** * @brief Checks if the Damage skill is active * * @return true if we have the skill enabled */ simulated function bool IsDamageActive() { return PerkSkills[EDemoDamage].bActive && IsPerkLevelAllowed(EDemoDamage); } /** * @brief Checks if the Damage skill is active * * @return true if we have the skill enabled */ simulated function bool IsTacticalReloadActive() { return PerkSkills[EDemoTacticalReload].bActive && IsPerkLevelAllowed(EDemoTacticalReload); } /** * @brief Checks if the Direct hit skill is active * * @return true if we have the skill enabled */ simulated function bool IsDirectHitActive() { return PerkSkills[EDemoDirectHit].bActive && IsPerkLevelAllowed(EDemoDirectHit); } /** * @brief Checks if the Ammo skill is active * * @return true if we have the skill enabled */ simulated function bool IsAmmoActive() { return PerkSkills[EDemoAmmo].bActive && IsPerkLevelAllowed(EDemoAmmo); } /** * @brief Checks if the Area of Effect skill is active * * @return true if we have the skill enabled */ simulated function bool IsAoEActive() { return PerkSkills[EDemoAoE].bActive && IsPerkLevelAllowed(EDemoAoE); } /** * @brief Checks if the Critical hit skill is active * * @return true if we have the skill enabled */ simulated function bool IsCriticalHitActive() { return PerkSkills[EDemoCriticalHit].bActive && IsPerkLevelAllowed(EDemoCriticalHit); } /** * @brief Checks if the Heat wave skill is active and if we are in Zed time * * @return true/false */ simulated final private function bool IsProfessionalActive() { return PerkSkills[EDemoProfessional].bActive && IsPerkLevelAllowed(EDemoProfessional); } /** * @brief Returns the shared explosive resistance * @return Percent in float (.3f default) */ simulated static private final function float GetSharedExplosiveResistance() { return default.SharedExplosiveResistance; } /** * @brief Gets the radius in within the shared explosive restince works * @return radius in UU float */ simulated static function float GetExplosiveResistanceRadius() { return default.ExplosiveResistanceRadius; } /** * @brief Shared explosive resistance obviously opnly works with explosives * * @param DmgType Damage type to test * * @return true if resistable */ static function bool IsDmgTypeExplosiveResistable( class DmgType ) { return ClassIsChildOf( DmgType, default.ExplosiveResistableDamageTypeSuperClass ); } /** * @brief The Sacrifice skill can spawn an explosion, this function delivers the template * * @return A game explosion template */ static function GameExplosion GetSacrificeExplosionTemplate() { return default.SacrificeExplosionTemplate; } /** * @brief Checks if the Door Traps skill is active * * @return true if we have the skill enabled */ simulated private final function bool IsDoorTrapsActive() { return true; } /** * @brief Checks if the Sacrifice skill is active * * @return true if we have the skill enabled */ simulated private final function bool IsSacrificeActive() { return true; } /** * @brief The Door Traps skill can spawn an explosion, this function delivers the template * * @return A game explosion template */ static function GameExplosion GetDoorTrapsExplosionTemplate() { return default.DoorTrapExplosionTemplate; } /** * @brief Checks if the Siren Resistance skill is active * * @return true if we have the skill enabled */ simulated private final function bool IsSirenResistanceActive() { return PerkSkills[EDemoSirenResistance].bActive && IsPerkLevelAllowed(EDemoSirenResistance); } /** * @brief Checks if the Nuke skill is active * * @return true if we have the skill enabled */ simulated private final function bool IsNukeActive() { return PerkSkills[EDemoNuke].bActive && IsPerkLevelAllowed(EDemoNuke); } /** * @brief The nuke skill spawns a radioactive cloud, this function delivers the template * * @return Nuke explosion template */ static simulated function KFGameExplosion GetNukeExplosionTemplate() { return default.NukeExplosionTemplate; } static simulated function class GetNukeExplosionActorClass() { return default.NukeExplosionActorClass; } /** * @brief Modifies a projectile's damage when the nuke skill is active * @return damage modifier */ static function float GetNukeDamageModifier() { return default.NukeDamageModifier; } /** * @brief Modifies a projectile's damage radius when the nuke skill is avtive * @return damage radius modifier */ static function float GetNukeRadiusModifier() { return default.NukeRadiusModifier; } static function int GetLingeringPoisonDamage() { return default.LingeringNukePoisonDamage; } static function class GetLingeringDamageType() { return default.LingeringNukeDamageType; } /** * @brief Checks if the Concussive Force skill is active * * @return true if we have the skill enabled */ simulated private final function bool IsConcussiveForceActive() { return PerkSkills[EDemoConcussiveForce].bActive && IsPerkLevelAllowed(EDemoConcussiveForce); } simulated final static function AkEvent GetConcussiveExplosionSound() { return default.ConcussiveExplosionSound; } /********************************************************************************************* * @name Stats/XP ********************************************************************************************* */ /** * @brief how much XP is earned by a crawler kill depending on the game's difficulty * * @param Difficulty current game difficulty * @return XP earned */ simulated static function int GetFleshpoundKillXP( byte Difficulty ) { return default.SecondaryXPModifier[Difficulty]; } /********************************************************************************************* * @name UI ********************************************************************************************* */ simulated static function GetPassiveStrings( out array PassiveValues, out array Increments, byte Level ) { PassiveValues[0] = Round( GetPassiveValue( default.ExplosiveDamage, Level ) * 100 ) $ "%"; PassiveValues[1] = Round( GetPassiveValue( default.ExplosiveResistance, Level ) * 100 ) $ "%"; PassiveValues[2] = string(GetExtraAmmo( Level )); PassiveValues[3] = ""; PassiveValues[4] = ""; PassiveValues[5] = ""; Increments[0] = "[" @ Round(default.ExplosiveDamage.Increment * 100) $ "% /" @ default.LevelString @ "]"; Increments[1] = "[" @ Round(default.ExplosiveResistance.StartingValue * 100) $ "%" @ "+" @ int(default.ExplosiveResistance.Increment * 100) $ "% /" @ default.LevelString @ "]"; Increments[2] = "[" @ Round(default.ExplosiveAmmo.Increment) @ "/ 5" @ default.LevelString @ "]"; Increments[3] = ""; Increments[4] = ""; Increments[5] = ""; } /********************************************************************************************* * @name debug ********************************************************************************************* */ /** QA Logging - Report Perk Info */ simulated function LogPerkSkills() { super.LogPerkSkills(); if( bLogPerk ) { `log( "PASSIVE PERKS" ); `log( "-ExplosiveDamage:" @ GetPassiveValue( ExplosiveDamage, GetLevel() ) $ "%" ); `log( "-ExplosiveResistance:" @ GetPassiveValue( ExplosiveResistance, GetLevel() ) $ "%" ); `log( "-ExplosiveAmmo:" @ GetExtraAmmo( GetLevel() ) $ "%" ); /** `log( "Skill Tree" ); `log( "-GrenadeSupplier:" @ PerkSkills[EDemoGrenadeSupplier].bActive ); `log( "-OnContact:" @ PerkSkills[EDemoOnContact].bActive ); `log( "-ExplosiveResistance:" @ PerkSkills[EDemoExplosiveResistance].bActive ); `log( "-Sacrifice:" @ PerkSkills[EDemoSacrifice].bActive ); `log( "-DoorTraps:" @ PerkSkills[EDemoDoorTraps].bActive ); `log( "-SirenResistance:" @ PerkSkills[EDemoSirenResistance].bActive ); `log( "-OffPerk:" @ PerkSkills[EDemoOffPerk].bActive ); `log( "-OnPerk:" @ PerkSkills[EDemoOnPerk].bActive ); `log( "-Nuke:" @ PerkSkills[EDemoNuke].bActive ); `log( "-ConcussiveForce:" @ PerkSkills[EDemoConcussiveForce].bActive );*/ } } DefaultProperties { SharedExplosiveResistance=0.3f PerkIcon=Texture2D'UI_PerkIcons_TEX.UI_PerkIcon_Demolition' InteractIcon=Texture2D'UI_World_TEX.Demolitionist_Supplier_HUD' PrimaryWeaponDef=class'KFWeapDef_HX25' KnifeWeaponDef=class'KFWeapDef_Knife_Demo' GrenadeWeaponDef=class'KFWeapDef_Grenade_Demo' ProgressStatID=STATID_Demo_Progress PerkBuildStatID=STATID_Demo_Build SecondaryXPModifier(0)=10 SecondaryXPModifier(1)=17 SecondaryXPModifier(2)=21 SecondaryXPModifier(3)=30 ExplosiveResistableDamageTypeSuperClass=class'KFDT_Explosive' ExplosiveResistanceRadius=500.f AoeDamageModifier=0 //0.3f DaZedEMPPower=0 //100 ProfessionalAoEModifier=0.25 ExplosiveDamage=(Name="Explosive Damage",Increment=0.01f,Rank=0,StartingValue=0.f,MaxValue=0.25) ExplosiveResistance=(Name="Explosive Resistance",Increment=0.02f,Rank=0,StartingValue=0.1f,MaxValue=0.6f) ExplosiveAmmo=(Name="Explosive Ammo",Increment=1.f,Rank=0,StartingValue=0.0f,MaxValue=5.f) PerkSkills(EDemoDamage)=(Name="Damage",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_GrenadeSupplier",Increment=0.f,Rank=0,StartingValue=0.25f,MaxValue=0.25f) PerkSkills(EDemoTacticalReload)=(Name="Speed",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_Speed",Increment=0.f,Rank=0,StartingValue=0.10f,MaxValue=0.10f) PerkSkills(EDemoDirectHit)=(Name="DirectHit",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_ExplosiveResistance",Increment=0.f,Rank=0,StartingValue=0.25,MaxValue=0.25) PerkSkills(EDemoAmmo)=(Name="Ammo",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_Ammo",Increment=0.f,Rank=0,StartingValue=10.f,MaxValue=10.f) //5.f PerkSkills(EDemoSirenResistance)=(Name="SirenResistance",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_SirenResistance",Increment=0.f,Rank=0,StartingValue=0.5,MaxValue=0.5) PerkSkills(EDemoAoE)=(Name="AreaOfEffect",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_AoE",Increment=0.f,Rank=0,StartingValue=1.50,MaxValue=1.50) PerkSkills(EDemoCriticalHit)=(Name="CriticalHit",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_Crit",Increment=0.f,Rank=0,StartingValue=0.5f,MaxValue=0.5f) PerkSkills(EDemoConcussiveForce)=(Name="ConcussiveForce",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_ConcussiveForce",Increment=0.f,Rank=0,StartingValue=0.5f,MaxValue=0.5f) PerkSkills(EDemoNuke)=(Name="Nuke",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_Nuke",Increment=0.f,Rank=0,StartingValue=1.03,MaxValue=1.03) PerkSkills(EDemoProfessional)=(Name="Professional",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_Professional",Increment=0.f,Rank=0,StartingValue=0.9f,MaxValue=0.9f) // explosion Begin Object Class=KFGameExplosion Name=ExploTemplate0 Damage=200 DamageRadius=500 DamageFalloffExponent=1.f DamageDelay=0.f // Damage Effects KnockDownStrength=10 KnockDownRadius=100 FractureMeshRadius=500.0 FracturePartVel=500.0 MyDamageType=class'KFDT_Explosive_Sacrifice' ExplosionEffects=KFImpactEffectInfo'WEP_Dynamite_ARCH.Dynamite_Explosion' ExplosionSound=AkEvent'WW_WEP_EXP_Grenade_Frag.Play_WEP_EXP_Grenade_Frag_Explosion' // Camera Shake CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade' CamShakeInnerRadius=450 CamShakeOuterRadius=900 CamShakeFalloff=0.5f bOrientCameraShakeTowardsEpicenter=true bUseOverlapCheck=false End Object SacrificeExplosionTemplate=ExploTemplate0 Begin Object Class=KFGameExplosion Name=ExploTemplate1 Damage=45 //15 DamageRadius=450 DamageFalloffExponent=1.f DamageDelay=0.f MyDamageType=class'KFDT_Toxic_DemoNuke' //bIgnoreInstigator is set to true in PrepareExplosionTemplate // Damage Effects KnockDownStrength=0 KnockDownRadius=0 FractureMeshRadius=200.0 FracturePartVel=500.0 ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.Nuke_Explosion' ExplosionSound=AkEvent'WW_GLO_Runtime.Play_WEP_Nuke_Explo' MomentumTransferScale=1.f // Camera Shake CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade' CamShakeInnerRadius=200 CamShakeOuterRadius=900 CamShakeFalloff=1.5f bOrientCameraShakeTowardsEpicenter=true End Object NukeExplosionTemplate=ExploTemplate1 Begin Object Class=KFGameExplosion Name=ExploTemplate2 Damage=200 DamageRadius=1000 DamageFalloffExponent=1.f DamageDelay=0.f MyDamageType=class'KFDT_Explosive_DoorTrap' // Damage Effects KnockDownStrength=10 KnockDownRadius=100 FractureMeshRadius=500.0 FracturePartVel=500.0 ExplosionEffects=KFImpactEffectInfo'WEP_Dynamite_ARCH.Dynamite_Explosion' ExplosionSound=AkEvent'WW_WEP_EXP_Grenade_Frag.Play_WEP_EXP_Grenade_Frag_Explosion' // Camera Shake CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade' CamShakeInnerRadius=450 CamShakeOuterRadius=900 CamShakeFalloff=0.5f bOrientCameraShakeTowardsEpicenter=true bUseOverlapCheck=false End Object DoorTrapExplosionTemplate=ExploTemplate2 NukeExplosionActorClass=class'KFExplosion_Nuke' NukeDamageModifier=1.5 //1.25 NukeRadiusModifier=1.35 //1.25 LingeringNukePoisonDamage=20 LingeringNukeDamageType=class'KFDT_DemoNuke_Toxic_Lingering' ConcussiveExplosionSound=AkEvent'WW_WEP_SA_RPG7.Play_WEP_SA_RPG7_Explosion' // Skill tracking HitAccuracyHandicap=2.0 HeadshotAccuracyHandicap=0.0 // Prestige Rewards PrestigeRewardItemIconPaths[0]="WEP_SkinSet_Prestige01_Item_TEX.knives.DemoKnife_PrestigePrecious_Mint_large" PrestigeRewardItemIconPaths[1]="WEP_SkinSet_Prestige02_Item_TEX.tier01.HX25_PrestigePrecious_Mint_large" PrestigeRewardItemIconPaths[2]="WEP_skinset_prestige03_itemtex.tier02.M79_PrestigePrecious_Mint_large" PrestigeRewardItemIconPaths[3]="wep_skinset_prestige04_itemtex.tier03.M16M203_PrestigePrecious_Mint_Large" PrestigeRewardItemIconPaths[4]="WEP_SkinSet_Prestige05_Item_TEX.tier04.RPG-7_PrestigePrecious_Mint_large" ZedTimeModifyingStates(0)="WeaponFiring" ZedTimeModifyingStates(1)="WeaponBurstFiring" ZedTimeModifyingStates(2)="WeaponSingleFiring" ZedTimeModifyingStates(3)="Reloading" ZedTimeModifyingStates(4)="WeaponSingleFireAndReload" ZedTimeModifyingStates(5)="FiringSecondaryState" ZedTimeModifyingStates(6)="AltReloading" ZedTimeModifyingStates(7)="WeaponThrowing" ZedTimeModifyingStates(8)="HuskCannonCharge" ZedTimeModifyingStates(9)="BlunderbussDeployAndDetonate" PassiveExtraAmmoIgnoredClassNames(0)="KFProj_DynamiteGrenade" PassiveExtraAmmoIgnoredClassNames(1)="KFWeap_HRG_Warthog" PassiveExtraAmmoIgnoredClassNames(2)="KFWeap_HRG_WarthogWeapon" ExtraAmmoIgnoredClassNames(0)="KFProj_DynamiteGrenade" ExtraAmmoIgnoredClassNames(1)="KFWeap_Thrown_C4" ExtraAmmoIgnoredClassNames(2)="KFWeap_HRG_Warthog" ExtraAmmoIgnoredClassNames(3)="KFWeap_HRG_WarthogWeapon" TacticalReloadAsReloadRateClassNames(0)="KFWeap_GrenadeLauncher_M32" OnlySecondaryAmmoWeapons(0)="KFWeap_AssaultRifle_M16M203" DamageIgnoredDTs(0)="KFDT_Ballistic_M16M203" DamageIgnoredDTs(1)="KFDT_Bludgeon_M16M203" AutoBuyLoadOutPath=(class'KFWeapDef_HX25', class'KFWeapDef_M79', class'KFWeapDef_M16M203', class'KFWeapDef_RPG7', class'KFWeapDef_M32') }