//============================================================================= // KFExplosion_MedicGrenade //============================================================================= // Used by projectiles and kismet to spawn an explosion //============================================================================= // Killing Floor 2 // Copyright (C) 2015 Tripwire Interactive LLC //============================================================================= class KFExplosion_MedicGrenade extends KFExplosionActorLingering; var() class HealingDamageType; var() float HealingAmount; var AkEvent SmokeLoopStartEvent; var AkEvent SmokeLoopStopEvent; var KFPerk CachedInstigatorPerk; /* * @param Direction For bDirectionalExplosion=true explosions, this is the forward direction of the blast. * Overridden to add the ability to spawn fragments from the explosion **/ simulated function Explode(GameExplosion NewExplosionTemplate, optional vector Direction) { local KFPawn KFP; super.Explode(NewExplosionTemplate, Direction); if( Instigator != none ) { KFP = KFPawn(Instigator); if( KFP != none ) { CachedInstigatorPerk = KFP.GetPerk(); } } if (Role == Role_Authority) { //DelayedExplosionDamage(); SetTimer(Interval, true, nameof(DelayedExplosionDamage), self); } } /** * Deal damage or heal players */ protected simulated function AffectsPawn(Pawn Victim, float DamageScale) { local KFPawn_Human HumanVictim; local KFPawn_Monster MonsterVictim; local KFProj_MedicGrenade OwnerProjectile; local bool bCanRepairArmor; local Box BBox; local vector BBoxCenter; local Actor HitActor; local bool bDamageBlocked; if( Victim != none && Victim.IsAliveAndWell() ) { MonsterVictim = KFPawn_Monster(Victim); if( MonsterVictim != none ) { if( bWasFadedOut|| bDeleteMe || bPendingDelete ) { return; } Victim.GetComponentsBoundingBox(BBox); BBoxCenter = (BBox.Min + BBox.Max) * 0.5f; HitActor = TraceExplosive(BBoxCenter, Location + vect(0, 0, 20)); bDamageBlocked = (HitActor != None && HitActor != Victim); if(bDamageBlocked && HitActor.IsA('KFDoorActor')) { bDamageBlocked = false; } if( !bDamageBlocked ) { Victim.TakeRadiusDamage(InstigatorController, ExplosionTemplate.Damage * DamageScale, ExplosionTemplate.DamageRadius, ExplosionTemplate.MyDamageType, ExplosionTemplate.MomentumTransferScale, Location, bDoFullDamage, (Owner != None) ? Owner : self, ExplosionTemplate.DamageFalloffExponent); } } else { HumanVictim = KFPawn_Human(Victim); if( HumanVictim != none && HumanVictim.GetExposureTo(Location) > 0 ) { OwnerProjectile = KFProj_MedicGrenade(Owner); if( OwnerProjectile != none ) { bCanRepairArmor = OwnerProjectile.HealedPawns.Find( HumanVictim ) == INDEX_NONE; } HumanVictim.HealDamage(HealingAmount, InstigatorController, HealingDamageType, bCanRepairArmor); if( bCanRepairArmor ) { OwnerProjectile.HealedPawns.AddItem( HumanVictim ); } } } } } simulated function SpawnExplosionParticleSystem(ParticleSystem Template) { // If the template is none, grab the default if( !ExplosionTemplate.bAllowPerMaterialFX && Template == none ) { Template = KFGameExplosion(ExplosionTemplate).ExplosionEffects.DefaultImpactEffect.ParticleTemplate; } WorldInfo.MyEmitterPool.SpawnEmitter(Template, Location, rotator(ExplosionTemplate.HitNormal)); } DefaultProperties { HealingDamageType=class'KFDT_Healing_MedicGrenade' HealingAmount=5 Interval=1 MaxTime=8 bExplodeMoreThanOnce=true bDoFullDamage=true bSkipLineCheckForPawns=true LoopStartEvent=AkEvent'WW_WEP_EXP_Grenade_Medic.Play_WEP_EXP_Grenade_Medic_Smoke_Loop' LoopStopEvent=AkEvent'WW_WEP_EXP_Grenade_Medic.Stop_WEP_EXP_Grenade_Medic_Smoke_Loop' }