//============================================================================= // FlameNade //============================================================================= class ScrnFlameNade extends FlameNade; #exec OBJ LOAD FILE=KF_GrenadeSnd.uax simulated function HurtRadius( float DamageAmount, float DamageRadius, class DamageType, float Momentum, vector HitLocation ) { local actor Victims; local float damageScale, dist; local vector dirs; local int NumKilled; local KFMonster KFMonsterVictim; local Pawn P; local KFPawn KFP; local array CheckedPawns; local int i; local bool bAlreadyChecked; if ( bHurtEntry ) return; bHurtEntry = true; foreach CollidingActors (class 'Actor', Victims, DamageRadius, HitLocation) { // null pawn variables here just to be sure they didn't left from previous iteration // and waste another day of my life to looking for this fucking bug -- PooSH /totallyPissedOff!!! P = none; KFMonsterVictim = none; KFP = none; // don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag if( (Victims != self) && (Hurtwall != Victims) && (Victims.Role == ROLE_Authority) && !Victims.IsA('FluidSurfaceInfo') && ExtendedZCollision(Victims)==None ) { dirs = Victims.Location - HitLocation; dist = FMax(1,VSize(dirs)); dirs = dirs/dist; damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius); if ( Instigator == None || Instigator.Controller == None ) Victims.SetDelayedDamageInstigatorController( InstigatorController ); if ( Victims == LastTouched ) LastTouched = None; P = Pawn(Victims); if( P != none ) { for (i = 0; i < CheckedPawns.Length; i++) { if (CheckedPawns[i] == P) { bAlreadyChecked = true; break; } } if( bAlreadyChecked ) { bAlreadyChecked = false; P = none; continue; } KFMonsterVictim = KFMonster(Victims); if( KFMonsterVictim != none && KFMonsterVictim.Health <= 0 ) { KFMonsterVictim = none; } KFP = KFPawn(Victims); if( KFMonsterVictim != none ) { damageScale *= KFMonsterVictim.GetExposureTo(HitLocation/*Location + 15 * -Normal(PhysicsVolume.Gravity)*/); } else if( KFP != none ) { damageScale *= KFP.GetExposureTo(HitLocation/*Location + 15 * -Normal(PhysicsVolume.Gravity)*/); } CheckedPawns[CheckedPawns.Length] = P; if ( damageScale <= 0) { P = none; continue; } else { //Victims = P; P = none; } } if ( KFMonsterVictim != none && class'ScrnBalance'.default.Mut.BurnMech != none) { class'ScrnBalance'.default.Mut.BurnMech.MakeBurnDamage( KFMonsterVictim, damageScale * DamageAmount, Instigator, Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dirs, (damageScale * Momentum * dirs), DamageType ); } else { Victims.TakeDamage ( damageScale * DamageAmount, Instigator, Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dirs, (damageScale * Momentum * dirs), DamageType ); } if (Vehicle(Victims) != None && Vehicle(Victims).Health > 0) Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation); if( Role == ROLE_Authority && KFMonsterVictim != none && KFMonsterVictim.Health <= 0 ) { NumKilled++; } } } /* if ( (LastTouched != None) && (LastTouched != self) && (LastTouched.Role == ROLE_Authority) && !LastTouched.IsA('FluidSurfaceInfo') ) { Victims = LastTouched; LastTouched = None; dirs = Victims.Location - HitLocation; dist = FMax(1,VSize(dirs)); dirs = dirs/dist; damageScale = FMax(Victims.CollisionRadius/(Victims.CollisionRadius + Victims.CollisionHeight),1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius)); if ( Instigator == None || Instigator.Controller == None ) Victims.SetDelayedDamageInstigatorController(InstigatorController); Victims.TakeDamage ( damageScale * DamageAmount, Instigator, Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dirs, (damageScale * Momentum * dirs), DamageType ); if (Vehicle(Victims) != None && Vehicle(Victims).Health > 0) Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation); } */ if( Role == ROLE_Authority ) { if( NumKilled >= 4 ) { KFGameType(Level.Game).DramaticEvent(0.05); } else if( NumKilled >= 2 ) { KFGameType(Level.Game).DramaticEvent(0.03); } } bHurtEntry = false; } defaultproperties { }