43 lines
1.4 KiB
Ucode
43 lines
1.4 KiB
Ucode
//=============================================================================
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// KFProj_Bullet_Frost_Shotgun_Axe
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//=============================================================================
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// Bullet class for the Frost_Shotgun_Axe
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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 KFProj_Bullet_Frost_Shotgun_Axe extends KFProj_Bullet_Pellet
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hidedropdown;
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var AkEvent oFrozenSound;
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simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal)
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{
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local KFPawn p;
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p = KFPawn(Other);
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super.ProcessTouch(Other, HitLocation, HitNormal);
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if(p != none)
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{
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if(KFPawn_Monster(p).IsDoingSpecialMove(SM_Frozen))
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{
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p.PlayAkEvent(oFrozenSound);
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}
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}
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}
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defaultproperties
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{
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MaxSpeed=7000 //24000.0
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Speed=7000 //24000.0
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DamageRadius=0
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ProjFlightTemplate=ParticleSystem'WEP_Frost_Shotgun_Axe_EMIT.FX_FrostFang_Tracer_01'
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ProjFlightTemplateZedTime=ParticleSystem'WEP_Frost_Shotgun_Axe_EMIT.FX_FrostFang_Tracer_Zedtime_01'
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ImpactEffects=KFImpactEffectInfo'WEP_Frost_Shotgun_Axe_ARCH.WEP_FrostFang_Projectile_Impact'
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oFrozenSound=AkEvent'WW_WEP_FrostFang.Play_FrostFang_Frozen_Impact'
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AssociatedPerkClass=class'KFPerk_Support'
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}
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