46 lines
1.4 KiB
Ucode
46 lines
1.4 KiB
Ucode
//=============================================================================
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// KFDT_Bleeding_HRG_Vampire_BloodSuck
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//=============================================================================
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//
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2020 Tripwire Interactive LLC
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//=============================================================================
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class KFDT_Bleeding_HRG_Vampire_BloodSuck extends KFDT_Bleeding
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abstract;
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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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local class<KFDamageType> ToxicDT;
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ToxicDT = class'KFDT_Ballistic_Assault_Medic'.static.GetMedicToxicDmgType( DamageTaken, InstigatedBy );
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if ( ToxicDT != None )
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{
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Victim.ApplyDamageOverTime(DamageTaken, InstigatedBy, ToxicDT);
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}
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}
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defaultproperties
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{
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//physics
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KDamageImpulse=0
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KDeathUpKick=350
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KDeathVel=350
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//Afflictions
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BleedPower=50 //50
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StumblePower=0 //20
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GunHitPower=5
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//Damage Over Time Components
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DoT_Type=DOT_Bleeding
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DoT_Duration=0.5 //5.0
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DoT_Interval=0.5 //1.0
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DoT_DamageScale=0.1
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bStackDoT=true
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ModifierPerkList(0)=class'KFPerk_FieldMedic'
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WeaponDef=class'KFWeapDef_HRG_Vampire'
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} |