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KF2-Dev-Scripts/KFGameContent/Classes/KFDT_EMP_HVStormCannon.uc
2022-11-28 00:49:25 +03:00

55 lines
1.7 KiB
Ucode

//=============================================================================
// KFDT_EMP_HVStormCannon
//=============================================================================
// Killing Floor 2
// Copyright (C) 2022 Tripwire Interactive LLC
//=============================================================================
class KFDT_EMP_HVStormCannon extends KFDT_EMP
abstract
hidedropdown;
var ParticleSystem ForceImpactEffect;
var AkEvent ForceImpactSound;
static function PlayImpactHitEffects( KFPawn P, vector HitLocation, vector HitDirection, byte HitZoneIndex, optional Pawn HitInstigator )
{
local KFSkinTypeEffects SkinType;
if ( P.CharacterArch != None && default.EffectGroup < FXG_Max )
{
SkinType = P.GetHitZoneSkinTypeEffects( HitZoneIndex );
if (SkinType != none)
{
SkinType.PlayImpactParticleEffect(P, HitLocation, HitDirection, HitZoneIndex, default.EffectGroup, default.ForceImpactEffect);
SkinType.PlayTakeHitSound(P, HitLocation, HitInstigator, default.EffectGroup, default.ForceImpactSound);
}
}
}
defaultproperties
{
KDamageImpulse=2000
KDeathUpKick=400
KDeathVel=250
KnockdownPower=20
StunPower=50
StumblePower=200
GunHitPower=150
MeleeHitPower=100
EMPPower=0 // Don't use the affliction here, we manage this on KFWeap_HVStormCannon to completely synchronize it with the logic of the weapon
GoreDamageGroup=DGT_EMP
EffectGroup=FXG_Electricity
ForceImpactEffect=ParticleSystem'WEP_HVStormCannon_EMIT.FX_HVStormCannon_Impact'
ForceImpactSound=AkEvent'WW_WEP_HVStormCannon.Play_WEP_HVStormCannon_Impact'
WeaponDef=class'KFWeapDef_HVStormCannon'
//Perk
ModifierPerkList(0)=class'KFPerk_Sharpshooter'
}