1172 lines
37 KiB
Ucode
1172 lines
37 KiB
Ucode
//=============================================================================
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// KFPerk_Demolitionist
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//=============================================================================
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// The demo perk class
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// Christian "schneidzekk" Schneider
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//=============================================================================
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class KFPerk_Demolitionist extends KFPerk
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native;
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//`include(KFOnlineStats.uci)
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var const PerkSkill ExplosiveDamage; // 1% increased explosive damage per level (max 25%)
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var const PerkSkill ExplosiveResistance; // 10% explosive resistance, additional 2% resistance per level (max 60%)
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var const PerkSkill ExplosiveAmmo; // 1 extra explosive ammo for every 5 levels. Weapons only
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var Array<KFPawn_Human> SuppliedPawnList;
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var private const float SharedExplosiveResistance;
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var private const class<Damagetype> ExplosiveResistableDamageTypeSuperClass;
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/** the radius in within the shared explosive resistance works */
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var private const float ExplosiveResistanceRadius;
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/** Template for explosion when you die with the Sacrifice perk skill*/
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var KFGameExplosion SacrificeExplosionTemplate;
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/** Template for explosion when do an explosion with the Nuke perk skill*/
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var KFGameExplosion NukeExplosionTemplate;
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/** Template for explosion when a door is opened by zeds that has been welded when you have the Door Trap perk skill*/
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var KFGameExplosion DoorTrapExplosionTemplate;
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var class<KFExplosionActor> NukeExplosionActorClass;
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/** How much to modify a projectile's damage when the nuke skill is active */
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var private const float NukeDamageModifier;
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/** How much to modify a projectile's damage radius when the nuke skill is active */
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var private const float NukeRadiusModifier;
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var AkEvent ConcussiveExplosionSound;
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var private const float AoeDamageModifier;
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var private const int LingeringNukePoisonDamage;
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var private const array<name> PassiveExtraAmmoIgnoredClassNames;
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var private const array<name> ExtraAmmoIgnoredClassNames;
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var private const array<name> TacticalReloadAsReloadRateClassNames;
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var private const array<name> OnlySecondaryAmmoWeapons;
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var private const array<name> DamageIgnoredDTs;
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var private const float DaZedEMPPower;
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var private const float ProfessionalAoEModifier;
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var private bool bUsedSacrifice;
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var private const class<KFDamagetype> LingeringNukeDamageType;
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/** The last time an HX25 projectile spawned by our owner caused a nuke */
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var private transient float LastHX25NukeTime;
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enum EDemoSkills
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{
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EDemoDamage,
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EDemoTacticalReload,
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EDemoDirectHit,
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EDemoAmmo,
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EDemoSirenResistance,
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EDemoAoE,
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EDemoCriticalHit,
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EDemoConcussiveForce,
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EDemoNuke,
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EDemoProfessional
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};
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/*********************************************************************************************
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* @name Perk init and spawning
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******************************************************************************************** */
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/**
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* @brief(Server) Modify Instigator settings based on selected perk
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*/
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function ApplySkillsToPawn()
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{
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local KFGameReplicationInfo KFGRI;
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Super.ApplySkillsToPawn();
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KFGRI = KFGameReplicationInfo(WorldInfo.GRI);
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if( MyPRI != none )
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{
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MyPRI.bNukeActive = IsNukeActive();
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MyPRI.bConcussiveActive = IsConcussiveForceActive();
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}
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if (KFGRI == none && KFGRI.bTraderIsOpen)
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{
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return;
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}
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//ResetSupplier();
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}
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/**
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* @brief Resets certain perk values on wave start/end
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*/
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function OnWaveEnded()
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{
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Super.OnWaveEnded();
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bUsedSacrifice = false;
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}
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/**
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* @brief Resets certain perk values on wave start/end
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*/
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function OnWaveStart()
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{
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Super.OnWaveStart();
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ResetSupplier();
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}
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/*********************************************************************************************
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* @name Passives
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********************************************************************************************* */
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/**
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* @brief Modifies the damage dealt
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*
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* @param InDamage damage
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* @param DamageCauser weapon or projectile (optional)
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* @param MyKFPM the zed damaged (optional)
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* @param DamageInstigator responsible controller (optional)
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* @param class DamageType the damage type used (optional)
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*/
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simulated function ModifyDamageGiven( out int InDamage, optional Actor DamageCauser, optional KFPawn_Monster MyKFPM, optional KFPlayerController DamageInstigator, optional class<KFDamageType> DamageType, optional int HitZoneIdx )
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{
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local KFWeapon KFW;
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local float TempDamage;
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super.ModifyDamageGiven(InDamage, DamageCauser, MyKFPM, DamageInstigator, DamageType, HitZoneIdx);
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if( DamageType != none && IsDamageIgnoredDT( DamageType ) )
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{
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return;
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}
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TempDamage = InDamage;
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`QAlog( "ModifyDamage() Start Damage:" @ InDamage, bLogPerk );
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if( DamageCauser != none )
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{
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KFW = GetWeaponFromDamageCauser( DamageCauser );
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}
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if( (KFW != none && IsWeaponOnPerk( KFW,, self.class )) || (DamageType != none && IsDamageTypeOnPerk( DamageType )) )
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{
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`QALog( "Base Damage Given" @ DamageType @ KFW @ InDamage, bLogPerk );
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//Passive
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TempDamage += InDamage * GetPassiveValue( ExplosiveDamage, CurrentLevel );
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`QALog( "ExplosiveDamage Given" @ DamageType @ KFW @ InDamage * GetPassiveValue( ExplosiveDamage, CurrentLevel ), bLogPerk );
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//Damage skill
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if( IsDamageActive() )
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{
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TempDamage += InDamage * GetSkillValue( PerkSkills[EDemoDamage] );
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`QALog( "Bombadier Given" @ DamageType @ KFW @ InDamage * GetSkillValue( PerkSkills[EDemoDamage] ), bLogPerk );
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}
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if( IsDirectHitActive() && DamageType != none && IsDamageTypeOnPerk( DamageType ) )
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{
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if( class<KFDT_Ballistic_Shell>(DamageType) != none || class<KFDT_Bludgeon>(DamageType)!=none)
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{
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TempDamage += InDamage * GetSkillValue( PerkSkills[EDemoDirectHit] );
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`QALog( "High Impact Damage Given" @ DamageType @ KFW @ InDamage * GetSkillValue( PerkSkills[EDemoDirectHit] ), bLogPerk );
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}
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}
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if( IsCriticalHitActive() && MyKFPM != none &&
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IsCriticalHitZone( MyKFPM, HitZoneIdx ) )
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{
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TempDamage += InDamage * GetSkillValue( PerkSkills[EDemoCriticalHit] );
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`QALog( "Armor Piercing Rounds Damage Given" @ DamageType @ KFW @ InDamage * GetSkillValue( PerkSkills[EDemoCriticalHit] ), bLogPerk );
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}
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if( IsAoEActive() )
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{
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TempDamage -= InDamage * GetAoEDamageModifier();
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}
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}
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`QALog( "Total Damage Given" @ DamageType @ KFW @ GetPercentage( InDamage, Round( TempDamage ) ), bLogPerk );
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InDamage = Round( TempDamage );
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`QAlog( "ModifyDamage() Total Damage:" @ InDamage, bLogPerk );
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}
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static protected function bool IsDamageIgnoredDT( class<KFDamageType> KFDT )
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{
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return default.DamageIgnoredDTs.Find( KFDT.name ) != INDEX_NONE;
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}
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protected function bool IsCriticalHitZone( KFPawn TestPawn, int HitZoneIndex )
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{
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if( TestPawn != none && HitzoneIndex >= 0 && HitzoneIndex < TestPawn.HitZones.length )
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{
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return TestPawn.HitZones[HitZoneIndex].DmgScale > 1.f;
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}
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return false;
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}
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/**
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* @brief DamageType on perk?
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*
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* @param KFDT The damage type
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* @return true/false
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*/
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static function bool IsDamageTypeOnPerk( class<KFDamageType> KFDT )
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{
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if( KFDT != none && IsDamageIgnoredDT( KFDT ) )
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{
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return false;
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}
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return super.IsDamageTypeOnPerk( KFDT );
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}
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/**
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* @brief Modifies the damage taken
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*
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* @param InDamage damage
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* @param DamageType the damage type used (optional)
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* @param InstigatedBy damage instigator (optional)
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*/
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function ModifyDamageTaken( out int InDamage, optional class<DamageType> DamageType, optional Controller InstigatedBy )
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{
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local float TempDamage;
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if( InDamage <= 0 )
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{
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return;
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}
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TempDamage = InDamage;
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if( ClassIsChildOf( DamageType, class'KFDT_Explosive' ) )
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{
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TempDamage *= 1 - GetPassiveValue( ExplosiveResistance, CurrentLevel );
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if (InstigatedBy == OwnerPC && (IsNukeActive() || IsProfessionalActive()) && ShouldNeverDud())
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{
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TempDamage = 0;
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}
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}
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`QALog( "Total Damage Resistance" @ DamageType @ GetPercentage(InDamage, Round(TempDamage)), bLogPerk );
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InDamage = Round( TempDamage );
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}
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/**
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* @brief Modifies starting spare ammo
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*
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* @param KFW The weapon
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* @param PrimarySpareAmmo ammo amount
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* @param TraderItem the weapon's associated trader item info
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*/
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simulated function ModifySpareAmmoAmount( KFWeapon KFW, out int PrimarySpareAmmo, optional const out STraderItem TraderItem, optional bool bSecondary=false )
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{
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local array< class<KFPerk> > WeaponPerkClass;
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local bool bUsesAmmo;
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local name WeaponClassName;
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if( KFW == none )
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{
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WeaponPerkClass = TraderItem.AssociatedPerkClasses;
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bUsesAmmo = TraderItem.WeaponDef.static.UsesAmmo();
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WeaponClassName = TraderItem.ClassName;
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}
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else
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{
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WeaponPerkClass = KFW.GetAssociatedPerkClasses();
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bUsesAmmo = KFW.UsesAmmo();
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WeaponClassName = KFW.class.Name;
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}
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if( bUsesAmmo )
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{
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GivePassiveExtraAmmo( PrimarySpareAmmo, KFW, WeaponPerkClass, WeaponClassName, bSecondary );
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GiveAmmoExtraAmmo( PrimarySpareAmmo, KFW, WeaponPerkClass, WeaponClassName, bSecondary );
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}
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}
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simulated private function GivePassiveExtraAmmo( out int PrimarySpareAmmo, KFWeapon KFW, array< class<KFPerk> > WeaponPerkClass, name WeaponClassName, optional bool bSecondary=false )
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{
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if( ShouldGiveOnlySecondaryAmmo( WeaponClassName ) && !bSecondary )
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{
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return;
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}
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if( IsWeaponOnPerk( KFW, WeaponPerkClass, self.class ) &&
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PassiveExtraAmmoIgnoredClassNames.Find( WeaponClassName ) == INDEX_NONE )
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{
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PrimarySpareAmmo += GetExtraAmmo( CurrentLevel );
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}
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}
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simulated private function GiveAmmoExtraAmmo( out int PrimarySpareAmmo, KFWeapon KFW, array< class<KFPerk> > WeaponPerkClass, name WeaponClassName, optional bool bSecondary=false )
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{
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if( ShouldGiveOnlySecondaryAmmo( WeaponClassName ) && !bSecondary )
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{
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return;
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}
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if( IsWeaponOnPerk( KFW, WeaponPerkClass, self.class ) &&
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ExtraAmmoIgnoredClassNames.Find( WeaponClassName ) == INDEX_NONE )
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{
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PrimarySpareAmmo += GetAmmoExtraAmmo();
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}
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}
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simulated function bool ShouldGiveOnlySecondaryAmmo( name WeaponClassName )
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{
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return OnlySecondaryAmmoWeapons.Find( WeaponClassName ) != INDEX_NONE;
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}
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/**
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* @brief Modifies the max spare ammo
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*
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* @param KFW The weapon
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* @param PrimarySpareAmmo ammo amount
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* @param TraderItem the weapon's associated trader item info
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*/
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simulated function ModifyMaxSpareAmmoAmount( KFWeapon KFW, out int MaxSpareAmmo, optional const out STraderItem TraderItem, optional bool bSecondary=false )
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{
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local array< class<KFPerk> > WeaponPerkClass;
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local bool bUsesAmmo;
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local name WeaponClassName;
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if( KFW == none )
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{
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WeaponPerkClass = TraderItem.AssociatedPerkClasses;
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bUsesAmmo = TraderItem.WeaponDef.static.UsesAmmo();
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WeaponClassName = TraderItem.ClassName;
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}
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else
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{
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WeaponPerkClass = KFW.GetAssociatedPerkClasses();
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bUsesAmmo = KFW.UsesAmmo();
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WeaponClassName = KFW.class.Name;
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}
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if( bUsesAmmo )
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{
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GivePassiveExtraAmmo( MaxSpareAmmo, KFW, WeaponPerkClass, WeaponClassName, bSecondary );
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GiveAmmoExtraAmmo( MaxSpareAmmo, KFW, WeaponPerkClass, WeaponClassName, bSecondary );
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}
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}
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/**
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* @brief Calculates the additional ammo per perk level
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*
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* @param Level Current perk level
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* @return additional ammo
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*/
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simulated private final static function int GetExtraAmmo( int Level )
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{
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return default.ExplosiveAmmo.Increment * FFloor( float( Level ) / 5.f );
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}
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/*********************************************************************************************
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* @name Selectable skills
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********************************************************************************************* */
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static function PrepareExplosive( Pawn ProjOwner, KFProjectile Proj, optional float AuxRadiusMod = 1.0f, optional float AuxDmgMod = 1.0f )
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{
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local KFPlayerReplicationInfo InstigatorPRI;
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local KFPlayerController KFPC;
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local KFPerk InstigatorPerk;
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if( ProjOwner != none )
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{
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if( Proj.bWasTimeDilated )
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{
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InstigatorPRI = KFPlayerReplicationInfo( ProjOwner.PlayerReplicationInfo );
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if( InstigatorPRI != none )
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{
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if( InstigatorPRI.bNukeActive && class'KFPerk_Demolitionist'.static.ProjectileShouldNuke(Proj) )
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{
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Proj.ExplosionTemplate = class'KFPerk_Demolitionist'.static.GetNukeExplosionTemplate();
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Proj.ExplosionTemplate.Damage = Proj.default.ExplosionTemplate.Damage * class'KFPerk_Demolitionist'.static.GetNukeDamageModifier() * AuxDmgMod;
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Proj.ExplosionTemplate.DamageRadius = Proj.default.ExplosionTemplate.DamageRadius * class'KFPerk_Demolitionist'.static.GetNukeRadiusModifier() * AuxRadiusMod;
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Proj.ExplosionTemplate.DamageFalloffExponent = Proj.default.ExplosionTemplate.DamageFalloffExponent;
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}
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else if( InstigatorPRI.bConcussiveActive && Proj.AltExploEffects != none )
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{
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Proj.ExplosionTemplate.ExplosionEffects = Proj.AltExploEffects;
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Proj.ExplosionTemplate.ExplosionSound = class'KFPerk_Demolitionist'.static.GetConcussiveExplosionSound();
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}
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}
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}
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// Change the radius and damage based on the perk
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if( ProjOwner.Role == ROLE_Authority )
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{
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KFPC = KFPlayerController( ProjOwner.Controller );
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if( KFPC != none )
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{
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InstigatorPerk = KFPC.GetPerk();
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Proj.ExplosionTemplate.DamageRadius *= InstigatorPerk.GetAoERadiusModifier() * AuxRadiusMod;
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}
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}
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}
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}
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simulated function SetLastHX25NukeTime( float NewTime )
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{
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LastHX25NukeTime = NewTime;
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}
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simulated function float GetLastHX25NukeTime()
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{
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return LastHX25NukeTime;
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}
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simulated function float GetAoERadiusModifier()
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{
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local float RadiusModifier;
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RadiusModifier = IsAoEActive() ? GetSkillValue( PerkSkills[EDemoAoE] ) : 1.f;
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RadiusModifier = (IsProfessionalActive() && WorldInfo.TimeDilation < 1.f) ?
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(RadiusModifier + default.ProfessionalAoEModifier) :
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RadiusModifier;
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return RadiusModifier;
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}
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simulated function float GetAoEDamageModifier()
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{
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return default.AoeDamageModifier;
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}
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simulated protected function int GetAmmoExtraAmmo()
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{
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return IsAmmoActive() ? GetSkillValue( PerkSkills[EDemoAmmo] ) : 0.f;
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}
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/**
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* @brief Should the tactical reload skill adjust the reload speed
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*
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* @param KFW weapon in use
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* @return true/false
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*/
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simulated function bool GetUsingTactialReload(KFWeapon KFW)
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{
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return (IsTacticalReloadActive() && (IsWeaponOnPerk(KFW, , self.class) || IsBackupWeapon(KFW) || IsDual9mm( KFW )) && TacticalReloadAsReloadRateClassNames.Find(KFW.class.Name) == INDEX_NONE);
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}
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/**
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* @brief Modifies the reload speed for Demolitionist weapons
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*/
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simulated function float GetReloadRateScale(KFWeapon KFW)
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{
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if (IsWeaponOnPerk(KFW, , self.class) && IsTacticalReloadActive() && TacticalReloadAsReloadRateClassNames.Find(KFW.class.Name) != INDEX_NONE)
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{
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return 0.8f;
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}
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return 1.f;
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}
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/**
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* @brief Sets up the supllier skill
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*/
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simulated final private function ResetSupplier()
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{
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if( MyPRI != none )
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{
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if( SuppliedPawnList.Length > 0 )
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{
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SuppliedPawnList.Remove( 0, SuppliedPawnList.Length );
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}
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MyPRI.PerkSupplyLevel = 1;
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if( InteractionTrigger != none )
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{
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InteractionTrigger.Destroy();
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InteractionTrigger = none;
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}
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if( CheckOwnerPawn() )
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{
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InteractionTrigger = Spawn( class'KFUsablePerkTrigger', OwnerPawn,, OwnerPawn.Location, OwnerPawn.Rotation,, true );
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InteractionTrigger.SetBase( OwnerPawn );
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InteractionTrigger.SetInteractionIndex( IMT_ReceiveGrenades );
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OwnerPC.SetPendingInteractionMessage();
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}
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}
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else if( InteractionTrigger != none )
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{
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InteractionTrigger.Destroy();
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}
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}
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/**
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* @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> DamageType, optional byte BodyPart, optional bool bIsSprinting=false )
|
|
{
|
|
local float KnockDownMultiplier;
|
|
|
|
KnockDownMultiplier = 0.f;
|
|
|
|
if( IsDamageTypeOnPerk( class<KFDamageType>(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<KFDamageType> 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> DamageType, optional byte HitZoneIdx )
|
|
{
|
|
local float StunMultiplier;
|
|
|
|
StunMultiplier = 0.f;
|
|
|
|
if( IsConcussiveForceActive() && IsDamageTypeOnPerk( class<KFDamageType>(DamageType) ) )
|
|
{
|
|
StunMultiplier += GetSkillValue( PerkSkills[EDemoConcussiveForce] );
|
|
}
|
|
|
|
`QALog( "StunMultiplier" @ StunMultiplier, bLogPerk );
|
|
return StunMultiplier;
|
|
}
|
|
|
|
function float GetReactionModifier( optional class<KFDamageType> 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 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<DamageType> 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<KFExplosionActor> 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<KFDamageType> 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<string> PassiveValues, out array<string> 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)
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ExplosiveResistance=(Name="Explosive Resistance",Increment=0.02f,Rank=0,StartingValue=0.1f,MaxValue=0.6f)
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ExplosiveAmmo=(Name="Explosive Ammo",Increment=1.f,Rank=0,StartingValue=0.0f,MaxValue=5.f)
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PerkSkills(EDemoDamage)=(Name="Damage",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_GrenadeSupplier",Increment=0.f,Rank=0,StartingValue=0.25f,MaxValue=0.25f)
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PerkSkills(EDemoTacticalReload)=(Name="Speed",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_Speed",Increment=0.f,Rank=0,StartingValue=0.10f,MaxValue=0.10f)
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PerkSkills(EDemoDirectHit)=(Name="DirectHit",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_ExplosiveResistance",Increment=0.f,Rank=0,StartingValue=0.25,MaxValue=0.25)
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PerkSkills(EDemoAmmo)=(Name="Ammo",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_Ammo",Increment=0.f,Rank=0,StartingValue=5.f,MaxValue=5.f,)
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PerkSkills(EDemoSirenResistance)=(Name="SirenResistance",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_SirenResistance",Increment=0.f,Rank=0,StartingValue=0.5,MaxValue=0.5)
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PerkSkills(EDemoAoE)=(Name="AreaOfEffect",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_AoE",Increment=0.f,Rank=0,StartingValue=1.50,MaxValue=1.50)
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PerkSkills(EDemoCriticalHit)=(Name="CriticalHit",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_Crit",Increment=0.f,Rank=0,StartingValue=0.5f,MaxValue=0.5f)
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PerkSkills(EDemoConcussiveForce)=(Name="ConcussiveForce",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_ConcussiveForce",Increment=0.f,Rank=0,StartingValue=0.5f,MaxValue=0.5f)
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PerkSkills(EDemoNuke)=(Name="Nuke",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_Nuke",Increment=0.f,Rank=0,StartingValue=1.03,MaxValue=1.03)
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PerkSkills(EDemoProfessional)=(Name="Professional",IconPath="UI_PerkTalent_TEX.demolition.UI_Talents_Demolition_Professional",Increment=0.f,Rank=0,StartingValue=0.9f,MaxValue=0.9f)
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// explosion
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Begin Object Class=KFGameExplosion Name=ExploTemplate0
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Damage=200
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DamageRadius=500
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DamageFalloffExponent=1.f
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DamageDelay=0.f
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// Damage Effects
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KnockDownStrength=10
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KnockDownRadius=100
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FractureMeshRadius=500.0
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FracturePartVel=500.0
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MyDamageType=class'KFDT_Explosive_Sacrifice'
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ExplosionEffects=KFImpactEffectInfo'WEP_Dynamite_ARCH.Dynamite_Explosion'
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ExplosionSound=AkEvent'WW_WEP_EXP_Grenade_Frag.Play_WEP_EXP_Grenade_Frag_Explosion'
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// Camera Shake
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CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade'
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CamShakeInnerRadius=450
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CamShakeOuterRadius=900
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CamShakeFalloff=0.5f
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bOrientCameraShakeTowardsEpicenter=true
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bUseOverlapCheck=false
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End Object
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SacrificeExplosionTemplate=ExploTemplate0
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Begin Object Class=KFGameExplosion Name=ExploTemplate1
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Damage=45 //15
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DamageRadius=450
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DamageFalloffExponent=1.f
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DamageDelay=0.f
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MyDamageType=class'KFDT_Toxic_DemoNuke'
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//bIgnoreInstigator is set to true in PrepareExplosionTemplate
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// Damage Effects
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KnockDownStrength=0
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KnockDownRadius=0
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FractureMeshRadius=200.0
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FracturePartVel=500.0
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ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.Nuke_Explosion'
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ExplosionSound=AkEvent'WW_GLO_Runtime.Play_WEP_Nuke_Explo'
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MomentumTransferScale=1.f
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// Camera Shake
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CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade'
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CamShakeInnerRadius=200
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CamShakeOuterRadius=900
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CamShakeFalloff=1.5f
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bOrientCameraShakeTowardsEpicenter=true
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End Object
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NukeExplosionTemplate=ExploTemplate1
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Begin Object Class=KFGameExplosion Name=ExploTemplate2
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Damage=200
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DamageRadius=1000
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DamageFalloffExponent=1.f
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DamageDelay=0.f
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MyDamageType=class'KFDT_Explosive_DoorTrap'
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// Damage Effects
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KnockDownStrength=10
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KnockDownRadius=100
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FractureMeshRadius=500.0
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FracturePartVel=500.0
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ExplosionEffects=KFImpactEffectInfo'WEP_Dynamite_ARCH.Dynamite_Explosion'
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ExplosionSound=AkEvent'WW_WEP_EXP_Grenade_Frag.Play_WEP_EXP_Grenade_Frag_Explosion'
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// Camera Shake
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CamShake=CameraShake'FX_CameraShake_Arch.Grenades.Default_Grenade'
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CamShakeInnerRadius=450
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CamShakeOuterRadius=900
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CamShakeFalloff=0.5f
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bOrientCameraShakeTowardsEpicenter=true
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bUseOverlapCheck=false
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End Object
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DoorTrapExplosionTemplate=ExploTemplate2
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NukeExplosionActorClass=class'KFExplosion_Nuke'
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NukeDamageModifier=1.5 //1.25
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NukeRadiusModifier=1.35 //1.25
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LingeringNukePoisonDamage=20
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LingeringNukeDamageType=class'KFDT_DemoNuke_Toxic_Lingering'
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ConcussiveExplosionSound=AkEvent'WW_WEP_SA_RPG7.Play_WEP_SA_RPG7_Explosion'
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// Skill tracking
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HitAccuracyHandicap=2.0
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HeadshotAccuracyHandicap=0.0
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// Prestige Rewards
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PrestigeRewardItemIconPaths[0]="WEP_SkinSet_Prestige01_Item_TEX.knives.DemoKnife_PrestigePrecious_Mint_large"
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PrestigeRewardItemIconPaths[1]="WEP_SkinSet_Prestige02_Item_TEX.tier01.HX25_PrestigePrecious_Mint_large"
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PrestigeRewardItemIconPaths[2]="WEP_skinset_prestige03_itemtex.tier02.M79_PrestigePrecious_Mint_large"
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PrestigeRewardItemIconPaths[3]="wep_skinset_prestige04_itemtex.tier03.M16M203_PrestigePrecious_Mint_Large"
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PrestigeRewardItemIconPaths[4]="WEP_SkinSet_Prestige05_Item_TEX.tier04.RPG-7_PrestigePrecious_Mint_large"
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ZedTimeModifyingStates(0)="WeaponFiring"
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ZedTimeModifyingStates(1)="WeaponBurstFiring"
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ZedTimeModifyingStates(2)="WeaponSingleFiring"
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ZedTimeModifyingStates(3)="Reloading"
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ZedTimeModifyingStates(4)="WeaponSingleFireAndReload"
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ZedTimeModifyingStates(5)="FiringSecondaryState"
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ZedTimeModifyingStates(6)="AltReloading"
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ZedTimeModifyingStates(7)="WeaponThrowing"
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ZedTimeModifyingStates(8)="HuskCannonCharge"
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ZedTimeModifyingStates(9)="BlunderbussDeployAndDetonate"
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PassiveExtraAmmoIgnoredClassNames(0)="KFProj_DynamiteGrenade"
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ExtraAmmoIgnoredClassNames(0)="KFProj_DynamiteGrenade"
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ExtraAmmoIgnoredClassNames(1)="KFWeap_Thrown_C4"
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TacticalReloadAsReloadRateClassNames(0)="KFWeap_GrenadeLauncher_M32"
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OnlySecondaryAmmoWeapons(0)="KFWeap_AssaultRifle_M16M203"
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DamageIgnoredDTs(0)="KFDT_Ballistic_M16M203"
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DamageIgnoredDTs(1)="KFDT_Bludgeon_M16M203"
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AutoBuyLoadOutPath=(class'KFWeapDef_HX25', class'KFWeapDef_M79', class'KFWeapDef_M16M203', class'KFWeapDef_RPG7', class'KFWeapDef_M32')
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}
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