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KF2-Dev-Scripts/KFGameContent/Classes/KFDT_Ballistic_G36C.uc
2022-09-01 18:58:51 +03:00

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2.9 KiB
Ucode

//=============================================================================
// KFDT_Ballistic_G36C
//=============================================================================
// Class Description
//=============================================================================
// Killing Floor 2
// Copyright (C) 2022 Tripwire Interactive LLC
//
//=============================================================================
class KFDT_Ballistic_G36C extends KFDT_Ballistic_AssaultRifle
abstract
hidedropdown;
/** G36C has still to play a metal effect if impacting metal. (and we demoted to impact on Flesh) */
var ParticleSystem MetalImpactEffect;
var AkEvent MetalImpactSound;
static function PlayImpactHitEffects( KFPawn P, vector HitLocation, vector HitDirection, byte HitZoneIndex, optional Pawn HitInstigator )
{
local KFSkinTypeEffects SkinType, OriginalSkinType, FleshSkinType;
local int i;
if ( P.CharacterArch != None && default.EffectGroup < FXG_Max )
{
// Search if affected target has Flesh skin type
for (i = 0; i < P.CharacterArch.ImpactSkins.Length ; ++i)
{
if (P.CharacterArch.ImpactSkins[i].Name == 'Flesh'
|| P.CharacterArch.ImpactSkins[i].Name == 'Tough_Flesh')
{
FleshSkinType = P.CharacterArch.ImpactSkins[i];
break;
}
}
SkinType = P.GetHitZoneSkinTypeEffects( HitZoneIndex );
OriginalSkinType = SkinType;
// If we don't hit flesh or shield, try to demote to Flesh
if (SkinType != none && SkinType.Name != 'Flesh' && SkinType.Name != 'Tough_Flesh' && SkinType.Name != 'ShieldEffects')
{
// We default to none as we don't want bullet to ricochet if any
SkinType = none;
// Demote to flesh skin hit
if (FleshSkinType != none)
{
SkinType = FleshSkinType;
}
}
// If we hit metal we have to make sure we play it's Metal impact effect (this effect doesn't contain bullet ricochet) (don't play sound though!)
if (OriginalSkinType != none && (OriginalSkinType.Name == 'Metal' || OriginalSkinType.Name == 'Machine'))
{
OriginalSkinType.PlayImpactParticleEffect(P, HitLocation, HitDirection, HitZoneIndex, default.EffectGroup, default.MetalImpactEffect);
OriginalSkinType.PlayTakeHitSound(P, HitLocation, HitInstigator, default.EffectGroup, default.MetalImpactSound);
}
if (SkinType != none)
{
SkinType.PlayImpactParticleEffect(P, HitLocation, HitDirection, HitZoneIndex, default.EffectGroup);
SkinType.PlayTakeHitSound(P, HitLocation, HitInstigator, default.EffectGroup);
}
}
}
defaultproperties
{
KDamageImpulse=900
KDeathUpKick=-300
KDeathVel=100
DamageModifierAP=0.8f
ArmorDamageModifier=15.0f
StumblePower=15
GunHitPower=15
WeaponDef=class'KFWeapDef_G36C'
//Perk
ModifierPerkList(0)=class'KFPerk_Swat'
MetalImpactEffect=ParticleSystem'FX_Impacts_EMIT.FX_Wep_Impact_MetalArmor_E'
MetalImpactSound=AkEvent'WW_Skin_Impacts.Play_Slashing_Metal_3P'
}