|
Variables |
class |
BloodShotEmitterClass
effect to spawn when low gore |
string |
DamageWeaponName
weapon that caused this damage |
string |
DeathString
string to describe death by this type of damage |
float |
GibModifier
this type a damages kill stunned people (thus gameover if must not be killed when shot as corpses lying). |
class |
HeadBloodTrailEmitterClass
effect to spawn when low gore |
class |
LowDetailEffect
effect to spawn when low gore |
class |
LowGoreDamageEffect
effect to spawn when low gore |
FemaleSuicide, |
MaleSuicide
string to describe death by this type of damage |
class |
PawnDamageEffect
effect to spawn when pawns are damaged by this damagetype |
int |
SoundType
this type a damages kill stunned people (thus gameover if must not be killed when shot as corpses lying). |
bool |
bAllowHeadShotSFXTrigger
to use all armor / damage all location |
bool |
bArmorStops
does regular armor provide protection against this damage |
bool |
bBloodSplash
Make blood splashes on walls |
bool |
bCanKillStunnedCorspes
this type a damages kill stunned people (thus gameover if must not be killed when shot as corpses lying). |
bool |
bDieInSilencePlease
HAHA have we the only game where a silenced weapon have silent impacts ?? ;;)) |
bool |
bGlobalDamages
to use all armor / damage all location |
bool |
bSpawnBloodFX
do this damage type involves spawning blood sfx |
bool |
bSpawnDeathOnomatop
do this damage type involves spawning an onomatop ? |
Source Code
00001 //=============================================================================
00002 // DamageType, the base class of all damagetypes.
00003 // this and its subclasses are never spawned, just used as information holders
00004 //=============================================================================
00005 class DamageType extends Actor
00006 config
00007 native
00008 abstract;
00009
00010 // Description of a type of damage.
00011 var() localized string DeathString; // string to describe death by this type of damage
00012 var() localized string FemaleSuicide, MaleSuicide;
00013 //var() float ViewFlash; // View flash to play.
00014 //var() vector ViewFog; // View fog to play.
00015 //var() class<effects> DamageEffect; // Special effect.
00016 var() string DamageWeaponName; // weapon that caused this damage
00017
00018 var() bool bArmorStops; // does regular armor provide protection against this damage
00019 var() bool bSpawnDeathOnomatop; // do this damage type involves spawning an onomatop ?
00020 var() bool bDieInSilencePlease; // HAHA have we the only game where a silenced weapon have silent impacts ?? ;;))
00021 var() bool bSpawnBloodFX; // do this damage type involves spawning blood sfx
00022 var() bool bGlobalDamages; // to use all armor / damage all location
00023 var() bool bAllowHeadShotSFXTrigger;
00024 var() bool bBloodSplash; // Make blood splashes on walls
00025 var() bool bCanKillStunnedCorspes; // this type a damages kill stunned people (thus gameover if must not be killed when shot as corpses lying).
00026
00027 //var() bool bInstantHit; // done by trace hit weapon
00028 //var() bool bFastInstantHit; // done by fast repeating trace hit weapon
00029 var() float GibModifier;
00030 var() int SoundType;
00031 /* Sound Type :
00032 case class'DTH2HBlade' :
00033 case class'DTBite' :
00034 case class'DTBladeCut' : PlaySound(hHitSound, 1, Damage, int(bIsDead) ); break;
00035 case class'DTDrowned' : PlaySound(hHitSound, 2, Damage, int(bIsDead) ); break;
00036 case class'DTGrenaded' :
00037 case class'DTRocketed' : PlaySound(hHitSound, 3, Damage, int(bIsDead) ); break;
00038 case class'DTSniped' :
00039 case class'DTGunnedSilenced' :
00040 case class'DTGunned' : PlaySound(hHitSound, 4, Damage, int(bIsDead) ); break;
00041 case class'DTPierced' : PlaySound(hHitSound, 6, Damage, int(bIsDead) ); break;
00042 case class'DTShotGunned' : PlaySound(hHitSound, 7, Damage, int(bIsDead) ); break;
00043 case class'DTCouDCross':
00044 case class'DTFisted' : PlaySound(hHitSound, 8, Damage, int(bIsDead) ); break;
00045 case class'DTHeadShot' : PlaySound(hHitSound, 10, Damage, int(bIsDead) ); break;
00046 case class'DTElectroChoc' : PlaySound(hHitSound, 11, Damage, int(bIsDead) ); break;
00047 case class'DTFell' : PlaySound(hHitSound, 12, Damage, int(bIsDead) ); break;
00048 */
00049
00050 // these effects should be none if should use the pawn's blood effects
00051 /*
00052 var() class<Effects> PawnDamageEffect; // effect to spawn when pawns are damaged by this damagetype
00053 var() class<Effects> LowGoreDamageEffect; // effect to spawn when low gore
00054 var() class<Effects> LowDetailEffect;
00055 */
00056
00057 //var() float FlashScale; //for flashing victim's screen
00058 //var() vectorFlashFog;
00059
00060 var config class<Emitter> HeadBloodTrailEmitterClass;
00061 var config class<ImpactEmitter> BloodShotEmitterClass;
00062
00063 //_____________________________________________________________________________
00064 static function string DeathMessage(PlayerReplicationInfo Killer, PlayerReplicationInfo Victim)
00065 {
00066 return Default.DeathString;
00067 }
00068
00069 //_____________________________________________________________________________
00070 static function string SuicideMessage(PlayerReplicationInfo Victim)
00071 {
00072 if ( Victim.bIsFemale )
00073 return Default.FemaleSuicide;
00074 else
00075 return Default.MaleSuicide;
00076 }
00077
00078 /*
00079 static function class<Effects> GetPawnDamageEffect( vector HitLocation, float Damage, vector Momentum, Pawn Victim, bool bLowDetail )
00080 {
00081 if ( class'GameInfo'.Default.GoreLevel > 0 )
00082 {
00083 if ( Default.LowGoreDamageEffect != None )
00084 return Default.LowGoreDamageEffect;
00085 else
00086 return Victim.LowGoreBlood;
00087 }
00088 else if ( bLowDetail )
00089 {
00090
00091 if ( Default.LowDetailEffect != None )
00092 return Default.LowDetailEffect;
00093 else
00094 return Victim.LowDetailBlood;
00095 }
00096 else
00097 {
00098 if ( Default.PawnDamageEffect != None )
00099 return Default.PawnDamageEffect;
00100 else
00101 return Victim.BloodEffect;
00102 }
00103 }
00104 */
00105
00106 // bArmorStops=true
00107 // FlashScale=-0.019
00108 // FlashFog=(X=26.500000,Y=4.500000,Z=4.500000)
00109
00110 defaultproperties
00111 {
00112 DeathString="%o was killed by %k."
00113 FemaleSuicide="%o killed herself."
00114 MaleSuicide="%o killed himself."
00115 GibModifier=1.000000
00116 bInteractive=False
00117 }
|
End Source Code