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