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KF2-Dev-Scripts/KFGameContent/Classes/KFDT_Fire_Mac10.uc
2020-12-13 18:01:13 +03:00

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2.4 KiB
Ucode

//=============================================================================
// KFDT_Fire_Mac10
//=============================================================================
//
//=============================================================================
// Killing Floor 2
// Copyright (C) 2017 Tripwire Interactive LLC
//=============================================================================
class KFDT_Fire_Mac10 extends KFDT_Ballistic_Submachinegun
abstract
hidedropdown;
// Damage type to use for the burning damage over time
var class<KFDamageType> BurnDamageType;
/** Allows the damage type to customize exactly which hit zones it can dismember */
static simulated function bool CanDismemberHitZone(name InHitZoneName)
{
if (super.CanDismemberHitZone(InHitZoneName))
{
return true;
}
switch (InHitZoneName)
{
case 'lupperarm':
case 'rupperarm':
case 'chest':
case 'heart':
return true;
}
return false;
}
/** Play damage type specific impact effects when taking damage */
static function PlayImpactHitEffects(KFPawn P, vector HitLocation, vector HitDirection, byte HitZoneIndex, optional Pawn HitInstigator)
{
// Play burn effect when dead
if (P.bPlayedDeath && P.WorldInfo.TimeSeconds > P.TimeOfDeath)
{
default.BurnDamageType.static.PlayImpactHitEffects(P, HitLocation, HitDirection, HitZoneIndex, HitInstigator);
return;
}
super.PlayImpactHitEffects(P, HitLocation, HitDirection, HitZoneIndex, HitInstigator);
}
/** Called when damage is dealt to apply additional damage type (e.g. Damage Over Time) */
static function ApplySecondaryDamage(KFPawn Victim, int DamageTaken, optional Controller InstigatedBy)
{
// Overriden to specific a different damage type to do the burn damage over
// time. We do this so we don't get shotgun pellet impact sounds/fx during
// the DOT burning.
if (default.BurnDamageType.default.DoT_Type != DOT_None)
{
Victim.ApplyDamageOverTime(DamageTaken, InstigatedBy, default.BurnDamageType);
}
}
defaultproperties
{
GoreDamageGroup=DGT_Submachinegun
WeaponDef=class'KFWeapDef_Mac10'
ModifierPerkList(0)=class'KFPerk_Firebug'
ModifierPerkList(1)=class'KFPerk_SWAT'
BurnPower= 12//18.5 //1.0
GunHitPower=12
KnockdownPower=0
StumblePower=20 //12
CameraLensEffectTemplate = class'KFCameraLensEmit_Fire'
EffectGroup = FXG_IncendiaryRound
BurnDamageType=class'KFDT_Fire_Mac10DoT'
}