58 lines
2.0 KiB
Ucode
58 lines
2.0 KiB
Ucode
//=============================================================================
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// KFDT_Ballistic_HRGIncendiaryRifle
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//=============================================================================
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2019 Tripwire Interactive LLC
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//=============================================================================
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class KFDT_Ballistic_HRGIncendiaryRifle extends KFDT_Ballistic_AssaultRifle
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abstract
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hidedropdown;
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// Damage type to use for the burning damage over time
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var class<KFDamageType> BurnDamageType;
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/** Play damage type specific impact effects when taking damage */
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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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// Play burn effect when dead
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if (P.bPlayedDeath && P.WorldInfo.TimeSeconds > P.TimeOfDeath)
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{
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default.BurnDamageType.static.PlayImpactHitEffects(P, HitLocation, HitDirection, HitZoneIndex, HitInstigator);
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return;
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}
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super.PlayImpactHitEffects(P, HitLocation, HitDirection, HitZoneIndex, HitInstigator);
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}
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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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// Overriden to specific a different damage type to do the burn damage over
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// time. We do this so we don't get shotgun pellet impact sounds/fx during
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// the DOT burning.
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if (default.BurnDamageType.default.DoT_Type != DOT_None)
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{
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Victim.ApplyDamageOverTime(DamageTaken, InstigatedBy, default.BurnDamageType);
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}
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}
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defaultproperties
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{
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KDamageImpulse=900
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KDeathUpKick=-300
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KDeathVel=100
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StumblePower=10
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GunHitPower=0
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WeaponDef=class'KFWeapDef_HRGIncendiaryRifle'
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BurnDamageType=class'KFDT_Fire_HRGIncendiaryRifleBulletDoT'
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CameraLensEffectTemplate = class'KFCameraLensEmit_Fire'
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EffectGroup = FXG_IncendiaryRound
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ModifierPerkList(0)=class'KFPerk_Firebug'
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}
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