93 lines
4.1 KiB
Ucode
93 lines
4.1 KiB
Ucode
//=============================================================================
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// KFZedArmorInfo_BloatKing
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//=============================================================================
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//
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2018 Tripwire Interactive LLC
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//=============================================================================
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class KFZedArmorInfo_BloatKing extends KFZedArmorInfo;
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simulated function UpdateArmorPiece(int PieceIdx)
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{
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local int i;
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super.UpdateArmorPiece(PieceIdx);
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switch (ArmorZones[PieceIdx].ArmorZoneName)
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{
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case 'head':
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// King bloat uses 2 static attachments for the head piece.
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// Assume these are slot 0, 1 for future possible holiday purposes.
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// Min at list length in case there are fewer than default meshes.
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for (i = Min(1, StaticAttachList.Length - 1); i >= 0; --i)
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{
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Mesh.DetachComponent(StaticAttachList[i]);
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DetachComponent(StaticAttachList[i]);
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StaticAttachList.Remove(i, 1);
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}
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break;
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case 'front':
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case 'back':
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DetachComponent(ThirdPersonAttachments[PieceIdx]);
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ThirdPersonAttachments[PieceIdx] = none;
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break;
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}
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}
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defaultproperties
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{
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ArmorScale=1.f
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ArmorZones.Add({(
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ArmorZoneName=head,
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AffectedHitZones=(head),
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bAffectedByFrontDamage=true,
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bAffectedByBackDamage=true,
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SocketName=FX_Armor_Head,
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ArmorHealth=1100,
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ExplosionSFXTemplate=AkEvent'WW_ZED_Abomination.Play_Abomination_Small_Armor_Explo',
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ZoneIcon=Texture2D'zed_bloatking_ui.BloatKing_Head_Armor')})
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ArmorZones.Add({(
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ArmorZoneName=front,
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AffectedHitZones=(chest,heart,stomach,abdomen),
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bAffectedByFrontDamage=true,
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bAffectedByBackDamage=false,
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SocketName=FX_Armor_Chest,
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ArmorHealth=4800,
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ExplosionSFXTemplate=AkEvent'WW_ZED_Abomination.Play_Abomination_Large_Armor_Explo',
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ZoneIcon=Texture2D'zed_bloatking_ui.BloatKing_Chest_Armor')})
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ArmorZones.Add({(
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ArmorZoneName=back,
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AffectedHitZones=(chest,heart,stomach,abdomen),
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bAffectedByFrontDamage=false,
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bAffectedByBackDamage=true,
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SocketName=FX_Armor_Back,
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ArmorHealth=3600,
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ExplosionSFXTemplate=AkEvent'WW_ZED_Abomination.Play_Abomination_Large_Armor_Explo',
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ZoneIcon=Texture2D'zed_bloatking_ui.BloatKing_Back_Armor')})
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// Resistant damage types
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ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Submachinegun', DamageScale=(0.5)))
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ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_AssaultRifle', DamageScale=(0.5)))
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ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Shotgun', DamageScale=(0.4)))
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ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Handgun', DamageScale=(0.5)))
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ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Ballistic_Rifle', DamageScale=(0.5)))
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ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Slashing', DamageScale=(1.0)))
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ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Bludgeon', DamageScale=(1.0)))
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ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Fire', DamageScale=(1.0)))
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ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Microwave', DamageScale=(0.9)))
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ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Explosive', DamageScale=(0.4)))
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ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Piercing', DamageScale=(0.5)))
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ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Toxic', DamageScale=(0.05))
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ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Toxic_BloatKingFart', DamageScale=(0.00)))
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ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Toxic_BloatKingPukeMine', DamageScale=(0.0)))
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ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Toxic_BloatKingSubspawnExplosion', DamageScale=(25.0)))
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//Special cases
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ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Toxic_HRGHealthrower', DamageScale=(1.2)))
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ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Bleeding_Hemogoblin', DamageScale=(1.0)))
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ArmorDamageTypeModifiers.Add((DamageType=class'KFDT_Shrink_ShrinkRayGun', DamageScale=(5.0)))
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}
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