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

67 lines
1.8 KiB
Ucode

//=============================================================================
// KFDT_Ballistic_Shotgun_Medic
//=============================================================================
// Ballistic damage with light impact energy, but stronger hit reactions
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFDT_Ballistic_Shotgun_Medic extends KFDT_Ballistic_Shotgun
abstract
hidedropdown;
/** Allows the damage type to customize exactly which hit zones it can dismember */
static simulated function bool CanDismemberHitZone( name InHitZoneName )
{
if( super.CanDismemberHitZone( InHitZoneName ) )
{
return true;
}
switch ( InHitZoneName )
{
case 'lupperarm':
case 'rupperarm':
case 'chest':
case 'heart':
return true;
}
return false;
}
/** Called when damage is dealt to apply additional damage type (e.g. Damage Over Time) */
static function ApplySecondaryDamage( KFPawn Victim, int DamageTaken, optional Controller InstigatedBy )
{
local class<KFDamageType> ToxicDT;
ToxicDT = class'KFDT_Ballistic_Assault_Medic'.static.GetMedicToxicDmgType( DamageTaken, InstigatedBy );
if ( ToxicDT != None )
{
Victim.ApplyDamageOverTime(DamageTaken, InstigatedBy, ToxicDT);
}
}
defaultproperties
{
BloodSpread=0.4
BloodScale=0.6
KDamageImpulse=900
KDeathUpKick=-500
KDeathVel=350
//KDamageImpulse=550
//KDeathUpKick=120
//KDeathVel=35
KnockdownPower=0
StumblePower=13
GunHitPower=45
WeaponDef=class'KFWeapDef_MedicShotgun'
//Perk
ModifierPerkList(0)=class'KFPerk_FieldMedic'
}