rott/kf_sources/Engine/Classes/PhysicsVolume.uc
2026-07-14 20:27:09 +07:00

328 lines
8.8 KiB
Ucode

//=============================================================================
// PhysicsVolume: a bounding volume which affects actor physics
// Each Actor is affected at any time by one PhysicsVolume
// This is a built-in Unreal class and it shouldn't be modified.
//=============================================================================
class PhysicsVolume extends Volume
native
nativereplication;
var() vector ZoneVelocity;
var() vector Gravity;
var vector BACKUP_Gravity;
var() float GroundFriction;
var() float TerminalVelocity;
var() float DamagePerSec;
var() class<DamageType> DamageType;
var() int Priority; // determines which PhysicsVolume takes precedence if they overlap
var() sound EntrySound; //only if waterzone
var() sound ExitSound; // only if waterzone
var() editinline I3DL2Listener VolumeEffect;
var() class<actor> EntryActor; // e.g. a splash (only if water zone)
var() class<actor> ExitActor; // e.g. a splash (only if water zone)
var() class<actor> PawnEntryActor; // when pawn center enters volume
var() float FluidFriction;
var() vector ViewFlash, ViewFog;
var() bool bPainCausing; // Zone causes pain.
var bool BACKUP_bPainCausing;
var() bool bDestructive; // Destroys most actors which enter it.
var() bool bNoInventory;
var() bool bMoveProjectiles;// this velocity zone should impart velocity to projectiles and effects
var() bool bBounceVelocity; // this velocity zone should bounce actors that land in it
var() bool bNeutralZone; // Players can't take damage in this zone.
var() bool bWaterVolume;
var() bool bNoDecals;
var() bool bDamagesVehicles;
// Distance Fog
var(VolumeFog) bool bDistanceFog; // There is distance fog in this physicsvolume.
var(VolumeFog) color DistanceFogColor;
var(VolumeFog) float DistanceFogStart;
var(VolumeFog) float DistanceFogEnd;
// if _KF_
var(VolumeFog) bool bNoKFColorCorrection;
var(VolumeFog) bool bNewKFColorCorrection; // use the new KFOverlayColor instead of distance fog for the color correction overlay
var(VolumeFog) color KFOverlayColor; // color to use instead of the distance fog color for the color correction overlay
// endif _KF_
// Karma
var(Karma) float KExtraLinearDamping; // Extra damping applied to Karma actors in this volume.
var(Karma) float KExtraAngularDamping;
var(Karma) float KBuoyancy; // How buoyant Karma things are in this volume (if bWaterVolume true). Multiplied by Actors KarmaParams->KBuoyancy.
var Info PainTimer;
var PhysicsVolume NextPhysicsVolume;
// if _KF_
var bool bIsAKFOverrideVolume;
// endif
replication
{
// Things the server should send to the client.
reliable if( bNetDirty && (Role==ROLE_Authority) )
Gravity;
}
simulated function PreBeginPlay()
{
if ( Base == None )
{
RemoteRole = ROLE_None;
bAlwaysRelevant = false; // true by default to put it in the networked list of static actors, turn back on if change gravity or base
}
super.PreBeginPlay();
}
simulated function PostBeginPlay()
{
super.PostBeginPlay();
BACKUP_Gravity = Gravity;
BACKUP_bPainCausing = bPainCausing;
if( VolumeEffect == None && bWaterVolume )
VolumeEffect = new(Level.xLevel) class'EFFECT_WaterVolume';
}
/* Reset()
reset actor to initial state - used when restarting level without reloading.
*/
function Reset()
{
Gravity = BACKUP_Gravity;
bPainCausing = BACKUP_bPainCausing;
NetUpdateTime = Level.TimeSeconds - 1;
}
/* Called when an actor in this PhysicsVolume changes its physics mode
*/
event PhysicsChangedFor(Actor Other);
event ActorEnteredVolume(Actor Other);
event ActorLeavingVolume(Actor Other);
simulated event PawnEnteredVolume(Pawn Other)
{
local vector HitLocation,HitNormal;
local Actor SpawnedEntryActor;
if ( bWaterVolume && (Level.TimeSeconds - Other.SplashTime > 0.3) && (PawnEntryActor != None) && !Level.bDropDetail && (Level.DetailMode != DM_Low) && EffectIsRelevant(Other.Location,false) )
{
if ( !TraceThisActor(HitLocation, HitNormal, Other.Location - Other.CollisionHeight*vect(0,0,1), Other.Location + Other.CollisionHeight*vect(0,0,1)) )
{
SpawnedEntryActor = Spawn(PawnEntryActor,Other,,HitLocation,rot(16384,0,0));
}
}
if ( (Role == ROLE_Authority) && Other.IsPlayerPawn() )
TriggerEvent(Event,self, Other);
}
event PawnLeavingVolume(Pawn Other)
{
if ( Other.IsPlayerPawn() )
UntriggerEvent(Event,self, Other);
}
function PlayerPawnDiedInVolume(Pawn Other)
{
UntriggerEvent(Event,self, Other);
}
singular event BaseChange()
{
if ( Base != None )
{
bAlwaysRelevant = true;
RemoteRole = ROLE_DumbProxy;
}
}
/*
TimerPop
damage touched actors if pain causing.
since PhysicsVolume is static, this function is actually called by a volumetimer
*/
function TimerPop(VolumeTimer T)
{
local actor A;
local bool bFound;
if ( T == PainTimer )
{
if ( !bPainCausing )
{
PainTimer.Destroy();
return;
}
ForEach TouchingActors(class'Actor', A)
if ( A.bCanBeDamaged && !A.bStatic )
{
CausePainTo(A);
bFound = true;
}
if ( !bFound )
PainTimer.Destroy();
}
}
function Trigger( actor Other, pawn EventInstigator )
{
local Pawn P;
// turn zone damage on and off
if (DamagePerSec != 0)
{
bPainCausing = !bPainCausing;
if ( bPainCausing )
{
if ( PainTimer == None )
PainTimer = spawn(class'VolumeTimer', self);
ForEach TouchingActors(class'Pawn', P)
CausePainTo(P);
}
}
}
simulated event touch(Actor Other)
{
local Pawn P;
local bool bFoundPawn;
Super.Touch(Other);
if ( Other == None )
return;
if ( (Other.Role == ROLE_Authority) || Other.bNetTemporary )
{
if ( bNoInventory && (Pickup(Other) != None) && (Other.Owner == None) )
{
Other.LifeSpan = 1.5;
return;
}
if ( bMoveProjectiles && (ZoneVelocity != vect(0,0,0)) )
{
if ( Other.Physics == PHYS_Projectile )
Other.Velocity += ZoneVelocity;
else if ( (Other.Base == None) && Other.IsA('Emitter') && (Other.Physics == PHYS_None) )
{
Other.SetPhysics(PHYS_Projectile);
Other.Velocity += ZoneVelocity;
}
}
if ( bPainCausing )
{
if ( Other.bDestroyInPainVolume )
{
Other.Destroy();
return;
}
if ( Other.bCanBeDamaged && !Other.bStatic )
{
CausePainTo(Other);
if ( Other == None )
return;
if ( Role == ROLE_Authority )
{
if ( PainTimer == None )
PainTimer = Spawn(class'VolumeTimer', self);
else if ( Pawn(Other) != None )
{
ForEach TouchingActors(class'Pawn', P)
if ( (P != Other) && P.bCanBeDamaged )
{
bFoundPawn = true;
break;
}
if ( !bFoundPawn )
PainTimer.SetTimer(1.0,true);
}
}
}
}
}
if ( bWaterVolume && Other.CanSplash() )
PlayEntrySplash(Other);
}
simulated function PlayEntrySplash(Actor Other)
{
local vector StartLoc, Vel2D;
if( EntrySound != None )
{
Other.PlaySound(EntrySound, SLOT_Interact, Other.TransientSoundVolume);
if ( Other.Instigator != None )
MakeNoise(1);
}
if( (EntryActor != None) && (Level.NetMode != NM_DedicatedServer) )
{
StartLoc = Other.Location - Other.CollisionHeight*vect(0,0,0.8);
if ( Other.CollisionRadius > 0 )
{
Vel2D = Other.Velocity;
Vel2D.Z = 0;
if ( VSize(Vel2D) > 100 )
StartLoc = StartLoc + Normal(Vel2D) * CollisionRadius;
}
Spawn(EntryActor,,,StartLoc,rot(16384,0,0));
}
}
simulated event untouch(Actor Other)
{
if ( bWaterVolume && Other.CanSplash() )
PlayExitSplash(Other);
}
simulated function PlayExitSplash(Actor Other)
{
if( ExitSound != None )
Other.PlaySound(ExitSound, SLOT_Interact, Other.TransientSoundVolume);
if( (ExitActor != None) && (Level.NetMode != NM_DedicatedServer) )
Spawn(ExitActor,,,Other.Location - Other.CollisionHeight*vect(0,0,0.8),rot(16384,0,0));
}
function CausePainTo(Actor Other)
{
local float depth;
local Pawn P;
// FIXMEZONE figure out depth of actor, and base pain on that!!!
depth = 1;
P = Pawn(Other);
if ( DamagePerSec > 0 )
{
if ( Region.Zone.bSoftKillZ && (Other.Physics != PHYS_Walking) )
return;
Other.TakeDamage(int(DamagePerSec * depth), None, Location, vect(0,0,0), DamageType);
if ( (P != None) && (P.Controller != None) )
P.Controller.PawnIsInPain(self);
}
else
{
if ( (P != None) && (P.Health < P.HealthMax) )
P.Health = Min(P.HealthMax, P.Health - depth * DamagePerSec);
}
}
defaultproperties
{
Gravity=(X=0.000000,Y=0.000000,Z=-950.000000)
FluidFriction=+0.3
TerminalVelocity=+02500.000000
bAlwaysRelevant=true
bOnlyDirtyReplication=true
GroundFriction=+00008.000000
KBuoyancy=1.0
NetUpdateFrequency=0.1
bSkipActorPropertyReplication=true
bDamagesVehicles=true
KFOverlayColor=(R=127,G=127,B=127,A=0)
}