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KF2-Dev-Scripts/KFGameContent/Classes/KFExplosion_HansSmokeGrenade.uc
2020-12-13 18:01:13 +03:00

73 lines
2.1 KiB
Ucode

//=============================================================================
// KFExplosion_HansSmokeGrenade
//=============================================================================
// Explosion info for Hans' Smoke Grenade
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - John "Ramm-Jaeger" Gibson
//=============================================================================
class KFExplosion_HansSmokeGrenade extends KFExplosionActor;
var() float MaxSmokeTime;
var AkEvent SmokeLoopStartEvent;
var AkEvent SmokeLoopStopEvent;
/*
* @param Direction For bDirectionalExplosion=true explosions, this is the forward direction of the blast.
* Overridden to add the ability to spawn fragments from the explosion
**/
simulated function Explode(GameExplosion NewExplosionTemplate, optional vector Direction)
{
super.Explode(NewExplosionTemplate, Direction);
LifeSpan = MaxSmokeTime;
if( WorldInfo.NetMode != NM_DedicatedServer )
{
PlaySoundBase( SmokeLoopStartEvent, true );
}
}
event Destroyed()
{
if( WorldInfo.NetMode != NM_DedicatedServer )
{
PlaySoundBase( SmokeLoopStopEvent, true );
}
super.Destroyed();
}
/** Overridden to only do damage as a special pawn effect */
protected simulated function bool DoExplosionDamage(bool bCauseDamage, bool bCauseEffects)
{
return false;
}
/** Return the desired radius to check for actors which get effects from explosion */
function float GetEffectCheckRadius(bool bCauseDamage, bool bCauseFractureEffects, bool bCauseEffects)
{
local float CheckRadius;
CheckRadius = super.GetEffectCheckRadius(bCauseDamage, bCauseFractureEffects, bCauseEffects);
if ( bCauseEffects )
{
CheckRadius = FMax(CheckRadius, ExplosionTemplate.DamageRadius);
}
return CheckRadius;
}
DefaultProperties
{
MaxSmokeTime=8
bExplodeMoreThanOnce=true
SmokeLoopStartEvent=AkEvent'WW_WEP_EXP_Grenade_Medic.Play_WEP_EXP_Grenade_Medic_Smoke_Loop'
SmokeLoopStopEvent=AkEvent'WW_WEP_EXP_Grenade_Medic.Stop_WEP_EXP_Grenade_Medic_Smoke_Loop'
}