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KF2-Dev-Scripts/KFGameContent/Classes/KFProj_SonicBlastFullyCharged_HRG_SonicGun.uc
2021-03-11 22:29:08 +03:00

55 lines
1.6 KiB
Ucode

//=============================================================================
// KFProj_SonicBlastFullyCharged_HRG_SonicGun
//=============================================================================
// HRG Sonic Gun sonic projectile for default fire
//=============================================================================
// Killing Floor 2
// Copyright (C) 2020 Tripwire Interactive LLC
//=============================================================================
class KFProj_SonicBlastFullyCharged_HRG_SonicGun extends KFProj_Bullet;
/**
* Initialize the Projectile
*/
function Init(vector Direction)
{
super(KFProjectile).Init( Direction );
}
simulated function SpawnFlightEffects()
{
super.SpawnFlightEffects();
//TODO: Remove. Temporal to see change in FX
ProjEffects.SetScale( 1.0 );
}
simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal)
{
super.ProcessTouch(Other, HitLocation, HitNormal);
if (PenetrationPower <= 0)
{
Shutdown();
}
}
defaultproperties
{
ProjFlightTemplate = ParticleSystem'WEP_HRG_SonicGun_EMIT.FX_Projectile_AltFire'
ProjFlightTemplateZedTime = ParticleSystem'WEP_HRG_SonicGun_EMIT.FX_Projectile_AltFire'
ImpactEffects = KFImpactEffectInfo'WEP_HRG_SonicGun_ARCH.HRG_SonicGun_Projectile_AltFire_Impacts'
bWarnAIWhenFired=true
Lifespan=10.0
MaxSpeed=12000.0 //10000.0 //7200.0
Speed=12000.0 //10000.0 //7200.0
TerminalVelocity=12000.0 //7200
GravityScale=0.0//0.7
ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
AssociatedPerkClass=class'KFPerk_Sharpshooter'
}