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

109 lines
2.9 KiB
Ucode

//=============================================================================
// KFProj_NanoGasGrenade
//=============================================================================
// Nano gas player healing/zed hurting projectile class
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
// - John "Ramm-Jaeger" Gibso
//=============================================================================
class KFProj_MedicGrenade extends KFProj_Grenade
hidedropdown;
var array<KFPawn> HealedPawns;
simulated function PostBeginPlay()
{
super(KFProjectile).PostBeginPlay();
RandSpin(100000);
}
simulated event GrenadeIsAtRest()
{
super.GrenadeIsAtRest();
if (Role == ROLE_Authority)
{
ProjEffectsFadeOutDuration=PostExplosionLifetime;
SetTimer(FuseTime, false, 'ExplodeTimer');
}
}
simulated function Destroyed()
{
HealedPawns.Remove( 0, HealedPawns.Length );
super.Destroyed();
}
simulated protected function StopFlightEffects();
defaultproperties
{
FuseTime=0.5 //1
PostExplosionLifetime=15
LandedTranslationOffset=(X=2)
bStopAmbientSoundOnExplode=false
ProjFlightTemplate=ParticleSystem'WEP_3P_Medic_Grenade_EMIT.FX_Medic_Grenade_Mesh'
ExplosionActorClass=class'KFExplosion_MedicGrenade'
WeaponSelectTexture=Texture2D'ui_weaponselect_tex.UI_WeaponSelect_MedicGrenade'
// Grenade explosion light
Begin Object Name=ExplosionPointLight
LightColor=(R=0,G=128,B=255,A=255)
Brightness=4.f
Radius=500.f
FalloffExponent=10.f
CastShadows=False
CastStaticShadows=FALSE
CastDynamicShadows=True
bEnabled=FALSE
LightingChannels=(Indoor=TRUE,Outdoor=TRUE,bInitialized=TRUE)
End Object
// explosion
Begin Object Class=KFGameExplosion Name=ExploTemplate0
Damage=50 //50
DamageRadius=350
DamageFalloffExponent=0.f
DamageDelay=0.f
MyDamageType=class'KFDT_Toxic_MedicGrenade'
// Damage Effects
KnockDownStrength=0
KnockDownRadius=0
FractureMeshRadius=0
FracturePartVel=0
ExplosionEffects=KFImpactEffectInfo'FX_Impacts_ARCH.Explosions.MedicGrenade_Explosion'
ExplosionSound=AkEvent'WW_WEP_EXP_Grenade_Medic.Play_WEP_EXP_Grenade_Medic_Explosion'
MomentumTransferScale=0
// Dynamic Light
ExploLight=ExplosionPointLight
ExploLightStartFadeOutTime=7.0
ExploLightFadeOutTime=1.0
ExploLightFlickerIntensity=5.f
ExploLightFlickerInterpSpeed=15.f
// Camera Shake
CamShake=none
CamShakeInnerRadius=0
CamShakeOuterRadius=0
CamShakeFalloff=1.5f
bOrientCameraShakeTowardsEpicenter=true
End Object
ExplosionTemplate=ExploTemplate0
// Temporary effect (5.14.14)
ProjDisintegrateTemplate=ParticleSystem'ZED_Siren_EMIT.FX_Siren_grenade_disable_01'
bAllowTossDuringZedGrabRotation=true
AssociatedPerkClass=class'KFPerk_FieldMedic'
}