58 lines
1.8 KiB
Ucode
58 lines
1.8 KiB
Ucode
//=============================================================================
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// KFDT_EMP_HVStormCannon
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2022 Tripwire Interactive LLC
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//=============================================================================
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class KFDT_EMP_HVStormCannon extends KFDT_EMP
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abstract
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hidedropdown;
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var ParticleSystem ForceImpactEffect;
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var AkEvent ForceImpactSound;
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static function PlayImpactHitEffects( KFPawn P, vector HitLocation, vector HitDirection, byte HitZoneIndex, optional Pawn HitInstigator )
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{
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local KFSkinTypeEffects SkinType;
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if ( P.CharacterArch != None && default.EffectGroup < FXG_Max )
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{
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SkinType = P.GetHitZoneSkinTypeEffects( HitZoneIndex );
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if (SkinType != none)
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{
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SkinType.PlayImpactParticleEffect(P, HitLocation, HitDirection, HitZoneIndex, default.EffectGroup, default.ForceImpactEffect);
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SkinType.PlayTakeHitSound(P, HitLocation, HitInstigator, default.EffectGroup, default.ForceImpactSound);
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}
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}
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}
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defaultproperties
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{
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KDamageImpulse=2000
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KDeathUpKick=400
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KDeathVel=250
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KnockdownPower=20
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StunPower=25
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StumblePower=85
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GunHitPower=80
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// DISABLED PER DESIGN REQUEST, WE DO USE NOW DAMAGE TYPE EMP POWER
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// Don't use the affliction here, we manage this on KFWeap_HVStormCannon to completely synchronize it with the logic of the weapon
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//EMPPower=0
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EMPPower=25
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GoreDamageGroup=DGT_EMP
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EffectGroup=FXG_Electricity
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ForceImpactEffect=ParticleSystem'WEP_HVStormCannon_EMIT.FX_HVStormCannon_Impact_Zed'
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ForceImpactSound=AkEvent'WW_WEP_HVStormCannon.Play_WEP_HVStormCannon_Impact'
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WeaponDef=class'KFWeapDef_HVStormCannon'
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//Perk
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ModifierPerkList(0)=class'KFPerk_Sharpshooter'
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}
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