56 lines
1.7 KiB
Ucode
56 lines
1.7 KiB
Ucode
//=============================================================================
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// KFDT_Ballistic_ThermiteBoreImpact
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//=============================================================================
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// Rocket impact damage type for the Thermite rocket launcher
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2021 Tripwire Interactive LLC
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//=============================================================================
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class KFDT_Ballistic_ThermiteBoreImpact extends KFDT_Ballistic_Shell
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abstract
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hidedropdown;
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// Damage type to use for the burning damage over time
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var class<KFDamageType> BurnDamageType;
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static simulated function bool CanDismemberHitZone(name InHitZoneName)
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{
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return false;
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}
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static simulated function bool CanDismemberHitZoneWhileAlive(name InHitZoneName)
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{
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return false;
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}
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/** Called when damage is dealt to apply additional damage type (e.g. Damage Over Time) */
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static function ApplySecondaryDamage( KFPawn Victim, int DamageTaken, optional Controller InstigatedBy )
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{
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// Overriden to specific a different damage type to do the burn damage over
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// time. We do this so we don't get shotgun pellet impact sounds/fx during
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// the DOT burning.
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if ( default.BurnDamageType.default.DoT_Type != DOT_None )
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{
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Victim.ApplyDamageOverTime(DamageTaken, InstigatedBy, default.BurnDamageType);
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}
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}
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defaultproperties
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{
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KDamageImpulse=0
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KDeathUpKick=0
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KDeathVel=0
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BurnPower=50
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KnockdownPower=50
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StumblePower=350
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GunHitPower=300
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BurnDamageType=class'KFDT_Fire_ThermiteImpactDoT'
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ModifierPerkList(0)=class'KFPerk_FireBug'
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WeaponDef=class'KFWeapDef_ThermiteBore'
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}
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