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// Gib Pert. fix. class KFWeaponDamageType extends WeaponDamageType; var() float HeadShotDamageMult; var bool bIsPowerWeapon, bIsMeleeDamage, bSniperWeapon; var bool bIsExplosive; // This weapon does explosive damage var bool bDealBurningDamage; // This weapon does burning damage var() bool bCheckForHeadShots; // This damagetype is capabable of removing heads with headshots (doesn't mean it can't blow heads off, just means it shouldn't do headshot check if this is false); static function AwardKill(KFSteamStatsAndAchievements KFStatsAndAchievements, KFPlayerController Killer, KFMonster Killed ); static function AwardDamage(KFSteamStatsAndAchievements KFStatsAndAchievements, int Amount) { if ( Default.bIsMeleeDamage ) KFStatsAndAchievements.AddMeleeDamage(Amount); else if ( Default.bIsPowerWeapon ) KFStatsAndAchievements.AddShotgunDamage(Amount); if( Default.bIsExplosive ) { KFStatsAndAchievements.AddExplosivesDamage(Amount); } } static function ScoredHeadshot(KFSteamStatsAndAchievements KFStatsAndAchievements, class<KFMonster> MonsterClass, bool bLaserSightedM14EBRKill) { if ( KFStatsAndAchievements != none && Default.bSniperWeapon ) KFStatsAndAchievements.AddHeadshotKill(bLaserSightedM14EBRKill); } defaultproperties { HeadShotDamageMult=1.100000 bCheckForHeadShots=True bKUseOwnDeathVel=True bExtraMomentumZ=False GibPerterbation=0.250000 } |
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