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//============================================================================= // DamageType, the base class of all damagetypes. // this and its subclasses are never spawned, just used as information holders //============================================================================= class DamageType extends Actor native abstract; // Description of a type of damage. var() localized string DeathString; // string to describe death by this type of damage var() localized string FemaleSuicide, MaleSuicide; var() float ViewFlash; // View flash to play. var() vector ViewFog; // View fog to play. var() class<effects> DamageEffect; // Special effect. var() string DamageWeaponName; // weapon that caused this damage var() bool bArmorStops; // does regular armor provide protection against this damage var() bool bInstantHit; // done by trace hit weapon var() bool bFastInstantHit; // done by fast repeating trace hit weapon var() bool bAlwaysGibs; var() bool bLocationalHit; var() bool bAlwaysSevers; var() bool bSpecial; var() bool bDetonatesGoop; var() bool bSkeletize; // swap model to skeleton var() bool bCauseConvulsions; var() bool bSuperWeapon; // if true, also damages teammates even if no friendlyfire var() bool bCausesBlood; var() bool bKUseOwnDeathVel; // For ragdoll death. Rather than using default - use death velocity specified in this damage type. var() bool bKUseTearOffMomentum; // For ragdoll death. Add entirety of killing hit's momentum to ragdoll's initial velocity. var bool bDelayedDamage; // for delayed damage damagetypes that set Pawn's DelayedDamageInstigatorController var bool bNeverSevers; var bool bThrowRagdoll; var bool bRagdollBullet; var bool bLeaveBodyEffect; var bool bExtraMomentumZ; // Add extra Z to momentum on walking pawns var bool bFlaming; var bool bRubbery; var bool bCausedByWorld; //this damage was caused by the world (falling off level, into lava, etc) var bool bDirectDamage; var bool bBulletHit; var bool bVehicleHit; // caused by vehicle running over you var() float GibModifier; // these effects should be none if should use the pawn's blood effects var() class<Effects> PawnDamageEffect; // effect to spawn when pawns are damaged by this damagetype var() class<Emitter> PawnDamageEmitter; // effect to spawn when pawns are damaged by this damagetype var() array<Sound> PawnDamageSounds; // Sound Effect to Play when Damage occurs var() class<Effects> LowGoreDamageEffect; // effect to spawn when low gore var() class<Emitter> LowGoreDamageEmitter; // Emitter to use when it's low gore var() array<Sound> LowGoreDamageSounds; // Sound Effects to play with Damage occurs with low gore var() class<Effects> LowDetailEffect; // Low Detail effect var() class<Emitter> LowDetailEmitter; // Low Detail emitter var() float FlashScale; //for flashing victim's screen var() vector FlashFog; var() int DamageDesc; // Describes the damage var() int DamageThreshold; // How much damage much occur before playing effects var() vector DamageKick; var() Material DamageOverlayMaterial; // for changing player's shader when hit var() Material DeathOverlayMaterial; // for changing player's shader when hit var() float DamageOverlayTime; // timing for this var() float DeathOverlayTime; // timing for this var() float GibPerterbation; // When gibbing, the chunks will fly off in random directions. var(Karma) float KDamageImpulse; // magnitude of impulse applied to KActor due to this damage type. var(Karma) float KDeathVel; // How fast ragdoll moves upon death var(Karma) float KDeathUpKick; // Amount of upwards kick ragdolls get when they die var float VehicleDamageScaling; // multiply damage by this for vehicles var float VehicleMomentumScaling; static function IncrementKills(Controller Killer); static function ScoreKill(Controller Killer, Controller Killed) { IncrementKills(Killer); } static function string DeathMessage(PlayerReplicationInfo Killer, PlayerReplicationInfo Victim) { return Default.DeathString; } static function string SuicideMessage(PlayerReplicationInfo Victim) { if ( Victim.bIsFemale ) return Default.FemaleSuicide; else return Default.MaleSuicide; } static function class<Effects> GetPawnDamageEffect( vector HitLocation, float Damage, vector Momentum, Pawn Victim, bool bLowDetail ) { if ( class'GameInfo'.static.UseLowGore() ) { if ( Default.LowGoreDamageEffect != None ) return Default.LowGoreDamageEffect; else return Victim.LowGoreBlood; } else if ( bLowDetail ) { if ( Default.LowDetailEffect != None ) return Default.LowDetailEffect; else return Victim.BloodEffect; } else { if ( Default.PawnDamageEffect != None ) return Default.PawnDamageEffect; else return Victim.BloodEffect; } } static function class<Emitter> GetPawnDamageEmitter( vector HitLocation, float Damage, vector Momentum, Pawn Victim, bool bLowDetail ) { if ( class'GameInfo'.static.UseLowGore() ) { if ( Default.LowGoreDamageEmitter != None ) return Default.LowGoreDamageEmitter; else return none; } else if ( bLowDetail ) { if ( Default.LowDetailEmitter != None ) return Default.LowDetailEmitter; else return none; } else { if ( Default.PawnDamageEmitter != None ) return Default.PawnDamageEmitter; else return none; } } static function Sound GetPawnDamageSound() { if ( class'GameInfo'.static.UseLowGore() ) { if (Default.LowGoreDamageSounds.Length>0) return Default.LowGoreDamageSounds[Rand(Default.LowGoreDamageSounds.Length)]; else return none; } else { if (Default.PawnDamageSounds.Length>0) return Default.PawnDamageSounds[Rand(Default.PawnDamageSounds.Length)]; else return none; } } static function bool IsOfType(int Description) { local int result; result = Description & Default.DamageDesc; return (result == Description); } static function GetHitEffects( out class<xEmitter> HitEffects[4], int VictemHealth ); static function string GetWeaponClass() { return ""; } defaultproperties { DeathString="%o was killed by %k." FemaleSuicide="%o killed herself." MaleSuicide="%o killed himself." bArmorStops=Wahr bLocationalHit=Wahr bCausesBlood=Wahr bExtraMomentumZ=Wahr GibModifier=1.000000 FlashScale=0.300000 FlashFog=(X=900.000000) DamageDesc=1 DeathOverlayTime=6.000000 GibPerterbation=0.060000 KDamageImpulse=8000.000000 VehicleDamageScaling=1.000000 VehicleMomentumScaling=1.000000 } |
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