BioTypes and the great refactoring
Posted: Sun Jan 09, 2022 11:23 am
Download here BioTypes_1.0.zip
"Bio is immune to Bio"
This package includes the base types needed to make that happen. Previously everybody was piggybacking off of the CSBadgerFix package to get the bio types.
Includes two vehicle damage types -
DamTypeBioBeam - base class to use for beam type weapon damage types.
DamTypeBioGlobVehicle - base class to use for bio glob damage types.
This also includes a class with a static helper method
You can use it in your TakeDamage function e.g.
"Bio is immune to Bio"
This package includes the base types needed to make that happen. Previously everybody was piggybacking off of the CSBadgerFix package to get the bio types.
Includes two vehicle damage types -
DamTypeBioBeam - base class to use for beam type weapon damage types.
DamTypeBioGlobVehicle - base class to use for bio glob damage types.
This also includes a class with a static helper method
Code: Select all
class BioHandler extends Object
abstract;
static function bool IsBioDamage(class<DamageType> DamageType);
Code: Select all
function TakeDamage(int Damage, Pawn instigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> DamageType)
{
//don't take damage from bio
if(class'BioHandler'.static.IsBioDamage(DamageType))
return;
Super.TakeDamage(Damage, instigatedBy, Hitlocation, Momentum, damageType);
}