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/** * DamageType, the base class of all damagetypes. * this and its subclasses are never spawned, just used as information holders * * NOTE: we can not do: HideDropDown on this class as we need to be able to use it in SeqEvent_TakeDamage for objects taking * damage from any DamageType! * * Copyright 1998-2008 Epic Games, Inc. All Rights Reserved. */ class DamageType extends object 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; // Strings to display when someone dies var() bool bArmorStops; // does regular armor provide protection against this damage var() bool bAlwaysGibs; var() bool bNeverGibs; var() bool bLocationalHit; var() bool bCausesBlood; /** Whether or not this damage type can cause a blood splatter **/ var() bool bCausesBloodSplatterDecals; var() bool bKUseOwnDeathVel; // For ragdoll death. Rather than using default - use death velocity specified in this damage type. var bool bCausedByWorld; //this damage was caused by the world (falling off level, into lava, etc) var bool bExtraMomentumZ; // Add extra Z to momentum on walking pawns /** if true, ignore vehicle DriverDamageMult when calculating damage caused to its driver */ var bool bIgnoreDriverDamageMult; /** if true, this damage type should never harm its instigator */ var bool bDontHurtInstigator; var() float GibModifier; var(RigidBody) float KDamageImpulse; // magnitude of impulse applied to KActor due to this damage type. var(RigidBody) float KDeathVel; // How fast ragdoll moves upon death var(RigidBody) float KDeathUpKick; // Amount of upwards kick ragdolls get when they die var(RigidBody) float KImpulseRadius; // Radius of impulse, if bKRadialImpulse is true var(RigidBody) bool bKRadialImpulse; // whether impulse applied to rigid bodies is radial /** Size of impulse to apply when doing radial damage. */ var(RigidBody) float RadialDamageImpulse; /** When applying radial impulses, whether to treat as impulse or velocity change. */ var(RigidBody) bool bRadialDamageVelChange; var float VehicleDamageScaling; // multiply damage by this for vehicles var float VehicleMomentumScaling; /** The forcefeedback waveform to play when you take damage */ var ForceFeedbackWaveform DamagedFFWaveform; /** The forcefeedback waveform to play when you are killed by this damage type */ var ForceFeedbackWaveform KilledFFWaveform; static function string DeathMessage(PlayerReplicationInfo Killer, PlayerReplicationInfo Victim) { return Default.DeathString; } static function string SuicideMessage(PlayerReplicationInfo Victim) { if ( (Victim != None) && Victim.bIsFemale ) return Default.FemaleSuicide; else return Default.MaleSuicide; } static function float VehicleDamageScalingFor(Vehicle V) { return Default.VehicleDamageScaling; } defaultproperties { DeathString="`o was killed by `k." FemaleSuicide="`o killed herself." MaleSuicide="`o killed himself." bArmorStops=True bLocationalHit=True bCausesBlood=True bExtraMomentumZ=True GibModifier=1.000000 KDamageImpulse=800.000000 KImpulseRadius=250.000000 VehicleDamageScaling=1.000000 VehicleMomentumScaling=1.000000 Name="Default__DamageType" ObjectArchetype=Object'Core.Default__Object' } |
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