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

59 lines
1.5 KiB
Ucode

//=============================================================================
// KFDT_Ballistic
//=============================================================================
// Various bullets/projectiles of different calibers or mm
//=============================================================================
// Killing Floor 2
// Copyright (C) 2015 Tripwire Interactive LLC
//=============================================================================
class KFDT_Ballistic extends KFDamageType
abstract;
`include(KFGameDialog.uci)
/** Allows the damage type to customize exactly which hit zones it can dismember */
static simulated function bool CanDismemberHitZone( name InHitZoneName )
{
switch ( InHitZoneName )
{
case 'lhand':
case 'rhand':
case 'lfoot':
case 'rfoot':
case 'lforearm':
case 'rforearm':
case 'lcalf':
case 'rcalf':
case 'lthigh':
case 'rthigh':
return true;
}
return false;
}
/** Returns ID of dialog event for killer to speak after killing a zed using this damage type */
static function int GetKillerDialogID()
{
return `KILL_Ballistic;
}
/** Returns ID of dialog event for damager to speak after damaging a zed using this damage type */
static function int GetDamageeDialogID()
{
return `DAMP_Ballistic;
}
defaultproperties
{
bShouldSpawnBloodSplat=true
bShouldSpawnPersistentBlood=true
BodyWoundDecalMaterials[0]=MaterialInstanceConstant'FX_Gore_MAT.FX_CH_Wound_01_Mic'
KDamageImpulse=300
GoreDamageGroup=DGT_Handgun
EffectGroup=FXG_Ballistic
}