Fixed high impact doing the wrong damage

This commit is contained in:
Forrest Keller 2017-10-22 04:33:56 -05:00
parent 3ad38c0a5f
commit 38007c73fa

View File

@ -53,10 +53,10 @@ simulated function ModifyDamageGiven( out int InDamage, optional Actor DamageCau
if( BasePerk==None || (DamageType!=None && DamageType.Default.ModifierPerkList.Find(BasePerk)>=0) || (KFWeapon(DamageCauser)!=None && IsWeaponOnPerk(KFWeapon(DamageCauser))) ) if( BasePerk==None || (DamageType!=None && DamageType.Default.ModifierPerkList.Find(BasePerk)>=0) || (KFWeapon(DamageCauser)!=None && IsWeaponOnPerk(KFWeapon(DamageCauser))) )
{ {
if( bDirectHit && class<KFDT_Ballistic_Shell>(DamageType) != none ) if( bDirectHit && class<KFDT_Ballistic_Shell>(DamageType) != none )
InDamage *= 0.25; InDamage *= 1.25;
if( bCriticalHit && MyKFPM != none && IsCriticalHitZone( MyKFPM, HitZoneIdx ) ) if( bCriticalHit && MyKFPM != none && IsCriticalHitZone( MyKFPM, HitZoneIdx ) )
InDamage *= 0.5f; InDamage *= 1.5f;
} }
if( class<KFDT_DemoNuke_Toxic_Lingering>(DamageType) != None ) if( class<KFDT_DemoNuke_Toxic_Lingering>(DamageType) != None )