This patch reverts first step of global weapon conversion that would have halted the release of the next version for too long.
16 lines
1.2 KiB
Ucode
16 lines
1.2 KiB
Ucode
class NicePipeBombProjectile extends ScrnPipeBombProjectile;
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function TakeDamage(int Damage, Pawn instigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex){
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local bool bIsFakePlayer;
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if(KFMonster(instigatedBy) != none && KFMonster(instigatedBy).Health <= 0)
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return;
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if(damageType == class'NiceDamTypePipeBomb' || Damage < 5 || (Damage < 25 && damageType.IsA('SirenScreamDamage')))
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return;
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bIsFakePlayer = (KFPawn(instigatedBy) != none || FakePlayerPawn(instigatedBy) != none) && (instigatedBy.PlayerReplicationInfo == none || instigatedBy.PlayerReplicationInfo.bOnlySpectator);
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bIsFakePlayer = bIsFakePlayer || (instigatedBy == none && !DamageType.default.bCausedByWorld);
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// Don't let our own explosives blow this up!!!
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if(bIsFakePlayer || (KFPawn(instigatedBy) != none && Instigator != none && Instigator != instigatedBy))
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return;
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if(damageType == class'SirenScreamDamage')
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Disintegrate(HitLocation, vect(0,0,1));
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else
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Explode(HitLocation, vect(0,0,1));
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}
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defaultproperties
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{
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Damage=2000.000000
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MyDamageType=Class'NicePack.NiceDamTypePipeBomb'
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}
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