55 lines
1.6 KiB
Ucode
55 lines
1.6 KiB
Ucode
//=============================================================================
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// KFProj_SonicBlastFullyCharged_HRG_SonicGun
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//=============================================================================
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// HRG Sonic Gun sonic projectile for default fire
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2020 Tripwire Interactive LLC
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//=============================================================================
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class KFProj_SonicBlastFullyCharged_HRG_SonicGun extends KFProj_Bullet;
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/**
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* Initialize the Projectile
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*/
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function Init(vector Direction)
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{
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super(KFProjectile).Init( Direction );
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}
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simulated function SpawnFlightEffects()
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{
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super.SpawnFlightEffects();
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//TODO: Remove. Temporal to see change in FX
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ProjEffects.SetScale( 1.0 );
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}
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simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal)
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{
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super.ProcessTouch(Other, HitLocation, HitNormal);
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if (PenetrationPower <= 0)
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{
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Shutdown();
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}
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}
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defaultproperties
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{
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ProjFlightTemplate = ParticleSystem'WEP_HRG_SonicGun_EMIT.FX_Projectile_AltFire'
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ProjFlightTemplateZedTime = ParticleSystem'WEP_HRG_SonicGun_EMIT.FX_Projectile_AltFire'
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ImpactEffects = KFImpactEffectInfo'WEP_HRG_SonicGun_ARCH.HRG_SonicGun_Projectile_AltFire_Impacts'
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bWarnAIWhenFired=true
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Lifespan=10.0
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MaxSpeed=10000.0 //7200.0
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Speed=10000.0 //7200.0
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TerminalVelocity=7200
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GravityScale=0.0//0.7
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ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
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AssociatedPerkClass=class'KFPerk_Sharpshooter'
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} |