262 lines
9.2 KiB
Ucode
262 lines
9.2 KiB
Ucode
class MedicPistolFire extends KFFire;
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var MedicPistol ScrnWeap; // avoid typecasting
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var float PenDmgReduction; //penetration damage reduction. 1.0 - no reduction, 0 - no penetration, 0.75 - 25% reduction
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var byte MaxPenetrations; //how many enemies can penetrate a single bullet
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var int HealAmount, HealBoost;
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function PostBeginPlay()
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{
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super.PostBeginPlay();
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ScrnWeap = MedicPistol(Weapon);
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}
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simulated event ModeDoFire()
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{
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if ( ScrnWeap.bFiringLastRound ) {
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FireAnim = 'FireLast';
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FireAimedAnim = 'FireLast_Iron';
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}
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else {
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FireAnim = default.FireAnim;
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FireAimedAnim = default.FireAimedAnim;
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}
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Super.ModeDoFire();
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}
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function DoTrace(Vector Start, Rotator Dir)
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{
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local Vector X,Y,Z, End, HitLocation, HitNormal, ArcEnd;
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local Actor Other;
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local byte HitCount, PenCounter;
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local float HitDamage;
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local array<int> HitPoints;
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local KFPawn HitPawn;
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local array<Actor> IgnoreActors;
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local Pawn DamagePawn;
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local int i;
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local KFMonster Monster;
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local bool bWasDecapitated;
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//local int OldHealth;
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MaxRange();
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Weapon.GetViewAxes(X, Y, Z);
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if ( Weapon.WeaponCentered() )
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{
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ArcEnd = (Instigator.Location + Weapon.EffectOffset.X * X + 1.5 * Weapon.EffectOffset.Z * Z);
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}
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else
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{
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ArcEnd = (Instigator.Location + Instigator.CalcDrawOffset(Weapon) + Weapon.EffectOffset.X * X +
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Weapon.Hand * Weapon.EffectOffset.Y * Y + Weapon.EffectOffset.Z * Z);
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}
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X = Vector(Dir);
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End = Start + TraceRange * X;
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HitDamage = DamageMax;
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// HitCount isn't a number of max penetration. It is just to be sure we won't stuck in infinite loop
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While( ++HitCount < 127 )
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{
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DamagePawn = none;
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Monster = none;
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Other = Instigator.HitPointTrace(HitLocation, HitNormal, End, HitPoints, Start,, 1);
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if( Other==None )
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Break;
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else if( Other==Instigator || Other.Base == Instigator ) {
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IgnoreActors[IgnoreActors.Length] = Other;
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Other.SetCollision(false);
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Start = HitLocation;
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Continue;
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}
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else if ( ROBulletWhipAttachment(Other) != none ) {
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IgnoreActors[IgnoreActors.Length] = Other;
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Start = HitLocation;
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continue;
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}
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if( ExtendedZCollision(Other)!=None && Other.Owner!=None )
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{
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IgnoreActors[IgnoreActors.Length] = Other;
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IgnoreActors[IgnoreActors.Length] = Other.Owner;
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Other.SetCollision(false);
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Other.Owner.SetCollision(false);
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DamagePawn = Pawn(Other.Owner);
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Monster = KFMonster(Other.Owner);
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}
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if ( !Other.bWorldGeometry && Other!=Level )
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{
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HitPawn = KFPawn(Other);
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if ( HitPawn != none )
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{
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if ( HitPawn.Health > 0 ) {
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MedicPistol(Instigator.Weapon).HitHealTarget(HitLocation, Rotator(-HitNormal));
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HealPawn(HitPawn);
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break;
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}
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// Hit detection debugging
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/*log("PreLaunchTrace hit "$HitPawn.PlayerReplicationInfo.PlayerName);
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HitPawn.HitStart = Start;
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HitPawn.HitEnd = End;*/
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// Hit detection debugging
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/*if( Level.NetMode == NM_Standalone)
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HitPawn.DrawBoneLocation();*/
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IgnoreActors[IgnoreActors.Length] = Other;
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IgnoreActors[IgnoreActors.Length] = HitPawn.AuxCollisionCylinder;
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Other.SetCollision(false);
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HitPawn.AuxCollisionCylinder.SetCollision(false);
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DamagePawn = HitPawn;
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}
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else
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{
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if( DamagePawn == none )
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DamagePawn = Pawn(Other);
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if( KFMonster(Other)!=None )
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{
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IgnoreActors[IgnoreActors.Length] = Other;
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Other.SetCollision(false);
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Monster = KFMonster(Other);
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//OldHealth = KFMonster(Other).Health;
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}
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bWasDecapitated = Monster != none && Monster.bDecapitated;
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// DAMAGE & HEAL
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Other.TakeDamage(int(HitDamage), Instigator, HitLocation, Momentum*X, DamageType);
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if ( Monster != none && !Monster.bDecapitated && Monster.Health > 0 ) {
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MedicPistol(Instigator.Weapon).HitHealTarget(HitLocation, Rotator(-HitNormal));
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Monster.Health += int(HitDamage * class<KFWeaponDamageType>(DamageType).default.HeadShotDamageMult);
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if ( Monster.Health > 2 * Monster.HealthMax ) {
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Monster.TakeDamage(Monster.Health * 10, Instigator, Monster.Location, vect(0,0,1), class'DamTypeMedicOvercharge' );
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}
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}
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}
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if( ++PenCounter > MaxPenetrations || DamagePawn==None )
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{
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Break;
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}
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HitDamage *= PenDmgReduction;
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Start = HitLocation;
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}
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else if ( HitScanBlockingVolume(Other)==None )
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{
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if( KFWeaponAttachment(Weapon.ThirdPersonActor)!=None )
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KFWeaponAttachment(Weapon.ThirdPersonActor).UpdateHit(Other,HitLocation,HitNormal);
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Break;
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}
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}
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// Turn the collision back on for any actors we turned it off
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if ( IgnoreActors.Length > 0 )
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{
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for (i=0; i<IgnoreActors.Length; i++)
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{
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if ( IgnoreActors[i] != none )
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IgnoreActors[i].SetCollision(true);
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}
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}
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}
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function HealPawn(KFPawn Healed)
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{
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local KFPlayerReplicationInfo PRI;
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local SRStatsBase Stats;
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local int MedicReward;
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local float HealPotency, HealSum;
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if ( Healed.Health <= 0 )
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return;
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//if( Instigator != none && Healed.Health > 0 && Healed.Health < Healed.HealthMax ) {
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PRI = KFPlayerReplicationInfo(Instigator.PlayerReplicationInfo);
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if ( PRI != none )
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Stats = SRStatsBase(PRI.SteamStatsAndAchievements);
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HealPotency = 1.0;
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if ( PRI != none && PRI.ClientVeteranSkill != none )
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HealPotency = PRI.ClientVeteranSkill.Static.GetHealPotency(PRI);
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MedicReward = HealAmount * HealPotency;
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HealSum = MedicReward;
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if ( (Healed.Health + Healed.healthToGive + MedicReward) > Healed.HealthMax ) {
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MedicReward = max(0, Healed.HealthMax - (Healed.Health + Healed.healthToGive));
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}
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if ( Healed.Controller != none )
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Healed.Controller.ShakeView(ShakeRotMag, ShakeRotRate, ShakeRotTime, ShakeOffsetMag, ShakeOffsetRate, ShakeOffsetTime);
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if ( ScrnHumanPawn(Healed) != none )
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ScrnHumanPawn(Healed).TakeHealing(ScrnHumanPawn(Instigator), HealSum, HealPotency, KFWeapon(Instigator.Weapon));
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else
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Healed.GiveHealth(HealSum, Healed.HealthMax);
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// instantly raise player health
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Healed.Health += int(HealBoost * HealPotency);
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if ( Healed.Health > 250 && Stats != none )
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class'ScrnAchievements'.static.ProgressAchievementByID(Stats.Rep, 'MedicPistol_250', 1);
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if ( PRI != None && Stats != none ) {
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Stats.AddDamageHealed(MedicReward + int(HealBoost * HealPotency), false, false);
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// Give the medic reward money as a percentage of how much of the person's health they healed
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MedicReward *= 0.6;
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if ( class'ScrnBalance'.default.Mut.bMedicRewardFromTeam && Healed.PlayerReplicationInfo != none && Healed.PlayerReplicationInfo.Team != none ) {
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// give money from team budget
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if ( Healed.PlayerReplicationInfo.Team.Score >= MedicReward ) {
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Healed.PlayerReplicationInfo.Team.Score -= MedicReward;
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PRI.Score += MedicReward;
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}
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}
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else
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PRI.Score += MedicReward;
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if ( KFHumanPawn(Instigator) != none )
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KFHumanPawn(Instigator).AlphaAmount = 255;
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MedicPistol(Instigator.Weapon).ClientSuccessfulHeal(Healed.PlayerReplicationInfo);
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}
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}
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defaultproperties
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{
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PenDmgReduction=0.500000
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HealAmount=20
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HealBoost=3
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FireAimedAnim="Fire_Iron"
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maxVerticalRecoilAngle=250
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maxHorizontalRecoilAngle=50
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FireSoundRef="KF_MP7Snd.Medicgun_Fire"
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StereoFireSoundRef="KF_MP7Snd.Medicgun_FireST"
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NoAmmoSoundRef="KF_PumpSGSnd.SG_DryFire"
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DamageType=Class'ScrnWeaponPack.DamTypeMedicPistol'
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DamageMax=23
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bWaitForRelease=True
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TransientSoundVolume=2.000000
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TransientSoundRadius=500.000000
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FireRate=0.250000
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AmmoClass=Class'ScrnWeaponPack.MedicPistolAmmo'
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AmmoPerFire=1
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ShakeRotMag=(X=75.000000,Y=75.000000,Z=290.000000)
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ShakeRotRate=(X=10080.000000,Y=10080.000000,Z=10000.000000)
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ShakeRotTime=3.500000
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ShakeOffsetMag=(X=6.000000,Y=1.000000,Z=8.000000)
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ShakeOffsetRate=(X=1000.000000,Y=1000.000000,Z=1000.000000)
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ShakeOffsetTime=2.500000
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BotRefireRate=0.400000
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FlashEmitterClass=Class'ROEffects.MuzzleFlash1stKar'
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aimerror=1.000000
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Spread=0.010000
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SpreadStyle=SS_Random
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}
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