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# DamageType

UT2003 :: Actor >> DamageType (Package: Engine)

In UT2003 DamageTypes are abstract classes which hold information like e.g. the corresponding death messages and hit effects.

See DamageType (UT) for the UT version of this class.

## Properties

string DeathString (localized)
  string to describe death by this type of damage
string FemaleSuicide, MaleSuicide (localized)
float ViewFlash
  View flash to play.
vector ViewFog
  View fog to play.
class<Effects> DamageEffect
  Special effect.
string DamageWeaponName
  Weapon that caused this damage.
bool bArmorStops
  Does regular armor provide protection against this damage?
bool bInstantHit
  Done by trace hit weapon.
bool bFastInstantHit
  Done by fast repeating trace hit weapon. (e.g. Assault Rifle or Minigun)
bool bAlwaysGibs
bool bLocationalHit
bool bAlwaysSevers
bool bSpecial
bool bDetonatesGoop
  Causes biorifle shots to explode.
bool bSkeletize
  Swap model to skeleton.
bool bCauseConvulsions
bool bSuperWeapon
  If true, also damages teammates even if no friendlyfire.
bool bCausesBlood
bool bKUseOwnDeathVel
  For ragdoll death. Rather than using default - use death velocity specified in this damage type.
float GibModifier

(These effects should be none if should use the pawn's blood effects.)

class<Effects> PawnDamageEffect
  effect to spawn when pawns are damaged by this damagetype
class<Emitter> PawnDamageEmitter
  effect to spawn when pawns are damaged by this damagetype
array<Sound> PawnDamageSounds
  Sound Effect to Play when Damage occurs
class<Effects> LowGoreDamageEffect
  effect to spawn when low gore
class<Emitter> LowGoreDamageEmitter
  Emitter to use when it's low gore
array<Sound> LowGoreDamageSounds
  Sound Effects to play with Damage occurs with low gore
class<Effects> LowDetailEffect
  Low Detail effect
class<Emitter> LowDetailEmitter
  Low Detail emitter
float FlashScale
  for flashing victim's screen
vector FlashFog
int DamageDesc
  Describes the damage
int DamageThreshold
  How much damage much occur before playing effects
vector DamageKick
Material DamageOverlayMaterial
  for changing player's shader when hit
float DamageOverlayTime
  timing for this
float GibPerterbation
  When gibbing, the chunks will fly off in random directions.
float KDamageImpulse
  magnitude of impulse applied to KActor due to this damage type.
float KDeathVel
  How fast ragdoll moves upon death
float KDeathUpKick
  Amount of upwards kick ragdolls get when they die

## Methods

All methods of the DamageType class are static, because it is never spawned or otherwise created as object.

IncrementKills (Controller Killer)
string DeathMessage (PlayerReplicationInfo Killer, PlayerReplicationInfo Victim)
  Returns the regular death message when Victim was killed by Killer.
string SuicideMessage (PlayerReplicationInfo Victim)
  Returns a suicide death message when Victim killed himself/herself or got pushed into lava, etc.
class<Effects> GetPawnDamageEffect (vector HitLocation, float Damage, vector Momentum, Pawn Victim, bool bLowDetail)
  Returns the class of a hit effect, uusally a blood splat.
class<Emitter> GetPawnDamageEmitter (vector HitLocation, float Damage, vector Momentum, Pawn Victim, bool bLowDetail)
  Returns an Emitter class, to be used as hit effect.
Sound GetPawnDamageSound ( )
bool IsOfType (int Description)
GetHitEffects (out class<xEmitter> HitEffects[4], int VictimHealth)
  Returns up to four xEmitter hit effects based on the victim's health. (e.g. Victim loosing blood)
string GetWeaponClass ( )
  Returns the string representation of a weapon class this damage type is associated with. (Only used by WeaponDamageType? classes.)

## Known Subclasses

     DamageType
      +- Burned
      +- Corroded
      +- Crushed
      +- DamTypeTelefragged — for all kinds of telefrags
      +- Depressurized
      +- Drowned
      +- Fell
      |   +- FellLava
      +- Gibbed
      +- Suicided
      +- WeaponDamageType?
          +- DamTypeAssaultBullet
          +- DamTypeAssaultGrenade
          +- DamTypeBioGlob
          +- DamTypeFlakChunk
          |   +- DamTypeFlakShell
          +- DamTypeIonBlast
          +- DamTypeLinkPlasma
          +- DamTypeLinkShaft
          +- DamTypeMinigunBullet
          |   +- DamTypeMinigunAlt
          +- DamTypeRedeemer
          +- DamTypeRocket
          |   +- DamTypeRocketHoming
          +- DamTypeShieldImpact
          +- DamTypeShockBall
          +- DamTypeShockBeam
          |   +- DamTypeSuperShockBeam
          |       +- ZoomSuperShockBeamDamage
          +- DamTypeShockCombo
          +- DamTypeSniperHeadshot
          +- DamTypeSniperShot
          +- DamTypeTeleFrag — damage type for the translocator, not really used

## Related Topics

- Message Placeholder

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