53 lines
1.7 KiB
Ucode
53 lines
1.7 KiB
Ucode
//=============================================================================
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// KFGameExplosion
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//=============================================================================
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// Explosion Template
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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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// - Author 9/16/2013
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//=============================================================================
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class KFGameExplosion extends GameExplosion
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native;
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/** When this projectile explodes, this is the shard to spawn, if any **/
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var() class<Projectile> ShardClass;
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/** If the projectile is going to explode with shards, this is number of shards to spawn **/
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var() int NumShards;
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/** Impact info (decal, vfx, etc.), so that each explosion type on various surfaces can have different effects if desired. Doesn't do anything with the sound */
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var() KFImpactEffectInfo ExplosionEffects;
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/** Amount to heal humans on impact */
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var() float HealingAmount;
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/** The damage type for healing humans on impact */
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var class<DamageType> HealingDamageType;
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native function KFGameExplosion Duplicate();
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defaultproperties
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{
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Damage=200
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DamageRadius=500
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DamageFalloffExponent=1.f
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DamageDelay=0.f
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// Damage Effects
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MyDamageType=class'KFDT_Explosive'
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KnockDownStrength=100
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MomentumTransferScale=50000.0
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FractureMeshRadius=200.0
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FracturePartVel=500.0
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HealingAmount=0;
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// Camera Shake
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CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Default_Misc'
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CamShakeInnerRadius=450
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CamShakeOuterRadius=900
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CamShakeFalloff=1.f
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bOrientCameraShakeTowardsEpicenter=true
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HealingDamageType=class'KFDT_Healing'
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}
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