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/**
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* A helper class for `FixProjectileFF` that adds an instigator and
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* friendly fire checks to `TakeDamage()` method to avoid exploding projectiles
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* when not expected.
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* Copyright 2021 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class FixProjectileFFClass_SPGrenadeProjectile extends SPGrenadeProjectile;
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var private SPGrenadeProjectile projectileFace;
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public final function SetFace(SPGrenadeProjectile newProjectileFace)
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{
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projectileFace = newProjectileFace;
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}
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public function TakeDamage(
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int damage,
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Pawn instigatedBy,
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Vector hitLocation,
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Vector momentum,
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class<DamageType> damageType,
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optional int hitIndex)
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{
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local bool canTakeThisDamage;
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if (damageType == class'SirenScreamDamage')
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{
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Disintegrate(hitLocation, Vect(0, 0, 1));
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return;
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}
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canTakeThisDamage =
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(instigatedBy == instigator)
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|| class'FixProjectileFF_Feature'.static.IsFriendlyFireAcceptable();
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// Unlike M79/M32 - no `!bDud` check, since it's supposed to fall down
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if (canTakeThisDamage)
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{
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Explode(hitLocation, Vect(0, 0, 0));
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if (projectileFace != none) {
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projectileFace.Explode(hitLocation, Vect(0, 0, 0));
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}
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}
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}
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simulated function Explode(vector hitLocation, vector HitNormal)
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{
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super.Explode(hitLocation, hitNormal);
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if (projectileFace != none) {
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projectileFace.Explode(hitLocation, hitNormal);
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}
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}
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simulated function Disintegrate(vector hitLocation, vector hitNormal)
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{
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super.Disintegrate(hitLocation, hitNormal);
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if (projectileFace != none) {
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projectileFace.Disintegrate(hitLocation, hitNormal);
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}
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}
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event Tick(float delta)
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{
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super.Tick(delta);
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if (projectileFace != none)
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{
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projectileFace.SetLocation(location);
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projectileFace.SetRotation(rotation);
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projectileFace.velocity = velocity;
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}
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}
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event OnDestroyed()
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{
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if (projectileFace != none) {
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projectileFace.Destroy();
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}
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}
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defaultproperties
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{
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RemoteRole = ROLE_None
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}
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