class ScrnM79IncGrenadeProjectile extends M79GrenadeProjectile; #exec OBJ LOAD FILE=KF_GrenadeSnd.uax //overrided to change smoke emiter simulated function PostBeginPlay() { local rotator SmokeRotation; BCInverse = 1 / BallisticCoefficient; if ( Level.NetMode != NM_DedicatedServer) { SmokeTrail = Spawn(class'ScrnBalanceSrv.ScrnFlameNadeTrail',self); SmokeTrail.SetBase(self); SmokeRotation.Pitch = 32768; SmokeTrail.SetRelativeRotation(SmokeRotation); //Corona = Spawn(class'KFMod.KFLAWCorona',self); } OrigLoc = Location; if( !bDud ) { Dir = vector(Rotation); Velocity = speed * Dir; } if (PhysicsVolume.bWaterVolume) { bHitWater = True; Velocity=0.6*Velocity; } super(Projectile).PostBeginPlay(); } //copied from flame nade simulated function Explode(vector HitLocation, vector HitNormal) { local PlayerController LocalPlayer; bHasExploded = True; // Don't explode if this is a dud if( bDud ) { Velocity = vect(0,0,0); LifeSpan=1.0; SetPhysics(PHYS_Falling); } // Incendiary Effects.. PlaySound(sound'KF_GrenadeSnd.FlameNade_Explode',,100.5*TransientSoundVolume); if ( EffectIsRelevant(Location,false) ) { Spawn(Class'KFIncendiaryExplosion',,, HitLocation, rotator(vect(0,0,1))); Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal)); } BlowUp(HitLocation); Destroy(); // Shake nearby players screens LocalPlayer = Level.GetLocalPlayerController(); if ( (LocalPlayer != None) && (VSize(Location - LocalPlayer.ViewTarget.Location) < (DamageRadius * 1.5)) ) LocalPlayer.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime); } 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; // and if you forget to re-null it somewhere?!! and then look for a bug during 2 days?!! Damned Tripwire, I hate you so much 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; } simulated function ProcessTouch(Actor Other, Vector HitLocation) { // Don't let it hit this player, or blow up on another player if ( Other == none || Other == Instigator || Other.Base == Instigator || !Other.bBlockHitPointTraces ) return; // Don't collide with bullet whip attachments if( KFBulletWhipAttachment(Other) != none ) { return; } // Don't allow hits on people on the same team - except hardcore mode if( !class'ScrnBalance'.default.Mut.bHardcore && KFPawn(Other) != none && Instigator != none && KFPawn(Other).GetTeamNum() == Instigator.GetTeamNum() ) { return; } // Use the instigator's location if it exists. This fixes issues with // the original location of the projectile being really far away from // the real Origloc due to it taking a couple of milliseconds to // replicate the location to the client and the first replicated location has // already moved quite a bit. if( Instigator != none ) { OrigLoc = Instigator.Location; } if( !bDud && ((VSizeSquared(Location - OrigLoc) < ArmDistSquared) || OrigLoc == vect(0,0,0)) ) { if( Role == ROLE_Authority ) { AmbientSound=none; PlaySound(Sound'ProjectileSounds.PTRD_deflect04',,2.0); Other.TakeDamage( ImpactDamage, Instigator, HitLocation, Normal(Velocity), ImpactDamageType ); } bDud = true; Velocity = vect(0,0,0); LifeSpan=1.0; SetPhysics(PHYS_Falling); } if( !bDud ) { Explode(HitLocation,Normal(HitLocation-Other.Location)); } } defaultproperties { ArmDistSquared=2500.000000 ImpactDamage=50 ExplosionSoundRef="KF_GrenadeSnd.FlameNade_Explode" Damage=60.000000 MyDamageType=Class'KFMod.DamTypeFlameNade' }