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

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1.7 KiB
Ucode

//=============================================================================
// KFGameExplosion
//=============================================================================
// Explosion Template
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - Author 9/16/2013
//=============================================================================
class KFGameExplosion extends GameExplosion
native;
/** When this projectile explodes, this is the shard to spawn, if any **/
var() class<Projectile> ShardClass;
/** If the projectile is going to explode with shards, this is number of shards to spawn **/
var() int NumShards;
/** 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 */
var() KFImpactEffectInfo ExplosionEffects;
/** Amount to heal humans on impact */
var() float HealingAmount;
/** The damage type for healing humans on impact */
var class<DamageType> HealingDamageType;
native function KFGameExplosion Duplicate();
defaultproperties
{
Damage=200
DamageRadius=500
DamageFalloffExponent=1.f
DamageDelay=0.f
// Damage Effects
MyDamageType=class'KFDT_Explosive'
KnockDownStrength=100
MomentumTransferScale=50000.0
FractureMeshRadius=200.0
FracturePartVel=500.0
HealingAmount=0;
// Camera Shake
CamShake=CameraShake'FX_CameraShake_Arch.Misc_Explosions.Default_Misc'
CamShakeInnerRadius=450
CamShakeOuterRadius=900
CamShakeFalloff=1.f
bOrientCameraShakeTowardsEpicenter=true
HealingDamageType=class'KFDT_Healing'
}