59 lines
1.8 KiB
Ucode
59 lines
1.8 KiB
Ucode
//=============================================================================
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// KFDT_Explosive_HuskCannon
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//=============================================================================
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// Explosive damage type for the Husk Cannon fireball
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//=============================================================================
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// Killing Floor 2
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// Copyright (C) 2017 Tripwire Interactive LLC
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//=============================================================================
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class KFDT_Explosive_HuskCannon extends KFDT_Explosive
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abstract
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hidedropdown;
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// Damage type to use for the burning damage over time
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var class<KFDamageType> BurnDamageType;
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/** Called when damage is dealt to apply additional damage type (e.g. Damage Over Time) */
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static function ApplySecondaryDamage(KFPawn Victim, int DamageTaken, optional Controller InstigatedBy)
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{
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// Overriden to specific a different damage type to do the burn damage over
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// time. We do this so we don't get shotgun pellet impact sounds/fx during
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// the DOT burning.
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if (default.BurnDamageType.default.DoT_Type != DOT_None)
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{
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Victim.ApplyDamageOverTime(DamageTaken, InstigatedBy, default.BurnDamageType);
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}
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}
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defaultproperties
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{
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bNoInstigatorDamage=false
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bShouldSpawnPersistentBlood=true
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// physics impact
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RadialDamageImpulse=1500//1500 //2500 //1500
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KDamageImpulse=900 //900
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GibImpulseScale=0.15 //0.15
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KDeathUpKick=500//225 //500 //1500
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KDeathVel=500 //225 //500
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KnockdownPower=50
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StumblePower=170
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MeleeHitPower=50
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// unreal physics momentum
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bExtraMomentumZ=false
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BurnPower = 50.0//5 //25
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//Perk
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ModifierPerkList(0) = class'KFPerk_Firebug'
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ModifierPerkList(1)=class'KFPerk_Demolitionist'
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WeaponDef=class'KFWeapDef_HuskCannon'
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BurnDamageType = class'KFDT_HuskCannonDot'
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}
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