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KF2-Dev-Scripts/KFGameContent/Classes/KFProj_Bullet_Frost_Shotgun_Axe.uc
2024-01-23 19:25:12 +03:00

43 lines
1.4 KiB
Ucode

//=============================================================================
// KFProj_Bullet_Frost_Shotgun_Axe
//=============================================================================
// Bullet class for the Frost_Shotgun_Axe
//=============================================================================
// Killing Floor 2
// Copyright (C) 2019 Tripwire Interactive LLC
//=============================================================================
class KFProj_Bullet_Frost_Shotgun_Axe extends KFProj_Bullet_Pellet
hidedropdown;
var AkEvent oFrozenSound;
simulated function ProcessTouch(Actor Other, Vector HitLocation, Vector HitNormal)
{
local KFPawn p;
p = KFPawn(Other);
super.ProcessTouch(Other, HitLocation, HitNormal);
if(p != none)
{
if(KFPawn_Monster(p).IsDoingSpecialMove(SM_Frozen))
{
p.PlayAkEvent(oFrozenSound);
}
}
}
defaultproperties
{
MaxSpeed=7000 //24000.0
Speed=7000 //24000.0
DamageRadius=0
ProjFlightTemplate=ParticleSystem'WEP_Frost_Shotgun_Axe_EMIT.FX_FrostFang_Tracer_01'
ProjFlightTemplateZedTime=ParticleSystem'WEP_Frost_Shotgun_Axe_EMIT.FX_FrostFang_Tracer_Zedtime_01'
ImpactEffects=KFImpactEffectInfo'WEP_Frost_Shotgun_Axe_ARCH.WEP_FrostFang_Projectile_Impact'
oFrozenSound=AkEvent'WW_WEP_FrostFang.Play_FrostFang_Frozen_Impact'
AssociatedPerkClass=class'KFPerk_Support'
}