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# Engine.DamageType

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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                  bNoSpecificLocation;
    var() bool                  bSkeletize;         // swap model to skeleton
    var() bool					bCausesBlood;
    var() bool					bKUseOwnDeathVel;	// For ragdoll death. Rather than using default - use death velocity specified in this damage type.

    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(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(Havok)	float			hkHitImpulseScale;

    #if IG_TRIBES3
    var() Material				deathMessageIconMaterial	"Icon which will be shown in the death message window";
    var() MatCoords				deathMessageIconCoords		"Texture coordinates for the icon region on the material";
    #endif

    static function IncrementKills(Controller 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 )
    {
    	// DLB Gameinfo pass: Removed low gore option
    	/*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 )
    {
    	// DLB Gameinfo pass: Removed low gore option
    	/*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()
    {
    	// DLB Gameinfo pass: Removed low gore option
    /*	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 string GetWeaponClass()
    {
    	return "";
    }

    #if IG_TRIBES3 // Ryan: damage modifier
    static function bool doesPositionDamage()
    {
    	return false;
    }

    static function float getHeadDamageModifier()
    {
    	return 1.0;
    }

    static function float getBackDamageModifier()
    {
    	return 1.0;
    }
    #endif // IG

    defaultproperties
    {
         DeathString="%o was killed by %k."
    	 FemaleSuicide="%o killed herself."
    	 MaleSuicide="%o killed himself."
    	 bArmorStops=true
    	 GibModifier=+1.0
        FlashScale=0.3
        FlashFog=(X=900.00000,Y=0.000000,Z=0.00000)
    	 DamageDesc=1
    	 DamageThreshold=0
        bNoSpecificLocation=false
        bCausesBlood=true
        KDamageImpulse=8000
    	hkHitImpulseScale=8000

    	deathMessageIconMaterial=Texture'GUITribes.InvButtonSuicide'
    }

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Class file time: ne 5.9.2004 16:01:20.000 - Creation time: st 23.5.2018 00:10:43.035 - Created with UnCodeX