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class RW_Freeze extends OneDropRPGWeapon HideDropDown CacheExempt config(UT2004RPG); var Sound FreezeSound; var config float DamageBonus; function AdjustTargetDamage(out int Damage, Actor Victim, Vector HitLocation, out Vector Momentum, class<DamageType> DamageType) { local FreezeInv Inv; local Pawn P; Local Actor A; if (!bIdentified) Identify(); if (!class'OneDropRPGWeapon'.static.CheckCorrectDamage(ModifiedWeapon, DamageType)) return; if(damage > 0) { Damage = Max(1, Damage * (1.0 + DamageBonus * Modifier)); Momentum *= 1.0 + DamageBonus * Modifier; P = Pawn(Victim); if (P != None && canTriggerPhysics(P)) { if (!bIdentified) Identify(); Inv = FreezeInv(P.FindInventoryType(class'FreezeInv')); //dont add to the time a pawn is already frozen. It just wouldn't be fair. if (Inv == None) { Inv = spawn(class'FreezeInv', P,,, rot(0,0,0)); Inv.Modifier = Modifier; Inv.LifeSpan = Modifier; Inv.GiveTo(P); if(Victim.isA('Pawn')) { A = P.spawn(class'IceSmoke', P,, P.Location, P.Rotation); if (A != None) A.PlaySound(FreezeSound,,2.5*Victim.TransientSoundVolume,,Victim.TransientSoundRadius); } } } } } static function bool canTriggerPhysics(Pawn victim) { local DruidGhostInv dgInv; local GhostInv gInv; if(victim == None) return true; //cant heal the dead... dgInv = DruidGhostInv(Victim.FindInventoryType(class'DruidGhostInv')); if(dgInv != None && !dgInv.bDisabled) return false; //cant heal the dead... gInv = GhostInv(Victim.FindInventoryType(class'GhostInv')); if(gInv != None && !gInv.bDisabled) return false; if(Victim.PlayerReplicationInfo != None && Victim.PlayerReplicationInfo.HasFlag != None) return false; return true; } defaultproperties { DamageBonus=0.050000 FreezeSound=Sound'Slaughtersounds.Machinery.Heavy_End' ModifierOverlay=Shader'DruidsRPGShaders1.DomShaders.PulseGreyShader' MinModifier=3 MaxModifier=6 AIRatingBonus=0.025000 PrefixPos="Freezing " } |
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