60 lines
1.5 KiB
Ucode
60 lines
1.5 KiB
Ucode
//=============================================================================
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// KFDT_Piercing_NadeFragment
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//=============================================================================
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// Piercing grenade fragment damage
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2015 Tripwire Interactive LLC
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// John "Ramm-Jaeger" Gibson
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//=============================================================================
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class KFDT_Piercing_NadeFragment extends KFDT_Piercing
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abstract
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hidedropdown;
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/** Allows the damage type to customize exactly which hit zones it can dismember */
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static simulated function bool CanDismemberHitZone( name InHitZoneName )
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{
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switch ( InHitZoneName )
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{
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case 'lhand':
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case 'rhand':
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case 'lfoot':
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case 'rfoot':
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case 'lforearm':
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case 'rforearm':
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case 'lcalf':
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case 'rcalf':
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case 'lthigh':
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case 'rthigh':
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return true;
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}
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return false;
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}
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defaultproperties
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{
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bShouldSpawnBloodSplat=true
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bShouldSpawnPersistentBlood=true
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BodyWoundDecalMaterials[0]=MaterialInstanceConstant'FX_Gore_MAT.FX_CH_Wound_01_Mic'
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// It's like a bullet, but we use piercing so that it hurts the fleshpound more
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GoreDamageGroup=DGT_Handgun
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EffectGroup=FXG_Ballistic
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BloodSpread=0.4
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BloodScale=0.6
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KDamageImpulse=400
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KDeathUpKick=250
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StumblePower=1000
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GunHitPower=0
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MeleeHitPower=100
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WeaponDef=class'KFWeapDef_Grenade_Support'
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ModifierPerkList(0)=class'KFPerk_Support'
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}
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