65 lines
2.3 KiB
Ucode
65 lines
2.3 KiB
Ucode
//=============================================================================
|
|
// KFImpactEffectInfo
|
|
//=============================================================================
|
|
// Class that stores the content references for impact effects
|
|
//=============================================================================
|
|
// Killing Floor 2
|
|
// Copyright (C) 2015 Tripwire Interactive LLC
|
|
// - Andrew "Strago" Ladenberger
|
|
//=============================================================================
|
|
|
|
class KFImpactEffectInfo extends Object
|
|
dependson(KFPhysicalMaterialProperty)
|
|
hidecategories(Object)
|
|
editinlinenew;
|
|
|
|
/** struct for list to map material types supported by an actor to impact sounds and effects */
|
|
struct immutablewhencooked MaterialImpactEffect
|
|
{
|
|
var() EMaterialTypes MaterialType;
|
|
/** Sound to play for this impact **/
|
|
var() AkBaseSoundObject Sound;
|
|
/** AKEvent to play when stopping this sound, used for looping sound impacts like fire **/
|
|
var() AkBaseSoundObject StopSoundEvent;
|
|
var() ParticleSystem ParticleTemplate;
|
|
|
|
var() array<MaterialInterface> DecalMaterials;
|
|
/** MaterialInstance param name for dissolving the decal **/
|
|
var() name DecalDissolveParamName;
|
|
/** How long the decal should last before fading out **/
|
|
var() float DecalDuration;
|
|
/** Uniform scale between MIN/MAX, rather than Width and Height */
|
|
var() float DecalMinSize<ClampMin=8.0 | ClampMax=256.0>;
|
|
var() float DecalMaxSize<ClampMin=8.0 | ClampMax=256.0>;
|
|
/** Don't randomely rotate this decal */
|
|
var() bool bNoDecalRotation;
|
|
|
|
StructDefaultProperties
|
|
{
|
|
DecalDuration=24.0
|
|
DecalDissolveParamName="DissolveAmount"
|
|
DecalMinSize=16.0
|
|
DecalMaxSize=16.0
|
|
}
|
|
};
|
|
|
|
/** impact effects by material type */
|
|
var() array<MaterialImpactEffect> ImpactEffects;
|
|
|
|
/** default impact effect to use if a material specific one isn't found */
|
|
var() MaterialImpactEffect DefaultImpactEffect;
|
|
|
|
/** sound that is played when the bullets go whizzing past your head */
|
|
var() AkEvent BulletWhipSnd;
|
|
|
|
/** If true, make splash effect for local player when hit water */
|
|
var() bool bMakeSplash;
|
|
var() ParticleSystem SplashEffectTemplate<EditCondition=bMakeSplash>;
|
|
|
|
/** List of particles that play for any impact material type */
|
|
var() array<ParticleSystem> GlobalImpactEffectEffects;
|
|
|
|
defaultproperties
|
|
{
|
|
}
|