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

440 lines
13 KiB
Ucode

//=============================================================================
// HuskFireProjectile
//=============================================================================
// Fireball projectile for the Husk zombie
//=============================================================================
// Killing Floor Source
// Copyright (C) 2009 Tripwire Interactive LLC
// - John "Ramm-Jaeger" Gibson
//=============================================================================
class HuskGunProjectile extends LAWProj;
var() float HeadShotDamageMult;
var Emitter FlameTrail;
var xEmitter Trail;
var class<Emitter> ExplosionEmitter;
var class<Emitter> FlameTrailEmitterClass;
var float ExplosionSoundVolume;
//-----------------------------------------------------------------------------
// PostBeginPlay
//-----------------------------------------------------------------------------
simulated function PostBeginPlay()
{
if ( Level.NetMode != NM_DedicatedServer )
{
if ( !PhysicsVolume.bWaterVolume )
{
FlameTrail = Spawn(FlameTrailEmitterClass,self);
Trail = Spawn(class'FlameThrowerFlame',self);
}
}
// Difficulty Scaling
// if (Level.Game != none)
// {
// if( Level.Game.GameDifficulty < 2.0 )
// {
// Damage = default.Damage * 0.75;
// }
// else if( Level.Game.GameDifficulty < 4.0 )
// {
// Damage = default.Damage * 1.0;
// }
// else if( Level.Game.GameDifficulty < 5.0 )
// {
// Damage = default.Damage * 1.15;
// }
// else // Hardest difficulty
// {
// Damage = default.Damage * 1.3;
// }
// }
OrigLoc = Location;
if( !bDud )
{
Dir = vector(Rotation);
Velocity = speed * Dir;
}
super(ROBallisticProjectile).PostBeginPlay();
}
simulated function Explode(vector HitLocation, vector HitNormal)
{
local Controller C;
local PlayerController LocalPlayer;
local float ShakeScale;
bHasExploded = True;
// Don't explode if this is a dud
if( bDud )
{
Velocity = vect(0,0,0);
LifeSpan=1.0;
SetPhysics(PHYS_Falling);
}
PlaySound(ExplosionSound,,ExplosionSoundVolume);
if ( EffectIsRelevant(Location,false) )
{
Spawn(ExplosionEmitter,,,HitLocation + HitNormal*20,rotator(HitNormal));
Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal));
}
BlowUp(HitLocation);
Destroy();
// Shake nearby players screens
LocalPlayer = Level.GetLocalPlayerController();
if ( LocalPlayer != none )
{
ShakeScale = GetShakeScale(Location, LocalPlayer.ViewTarget.Location);
if( ShakeScale > 0 )
{
LocalPlayer.ShakeView(RotMag * ShakeScale, RotRate, RotTime, OffsetMag * ShakeScale, OffsetRate, OffsetTime);
}
}
for ( C=Level.ControllerList; C!=None; C=C.NextController )
{
if ( PlayerController(C) != None && C != LocalPlayer )
{
ShakeScale = GetShakeScale(Location, PlayerController(C).ViewTarget.Location);
if( ShakeScale > 0 )
{
C.ShakeView(RotMag * ShakeScale, RotRate, RotTime, OffsetMag * ShakeScale, OffsetRate, OffsetTime);
}
}
}
}
// Get the shake amount for when this projectile explodes
simulated function float GetShakeScale(vector ViewLocation, vector EventLocation)
{
local float Dist;
local float scale;
Dist = VSize(ViewLocation - EventLocation);
if (Dist < DamageRadius * 2.0 )
{
scale = (DamageRadius*2.0 - Dist) / (DamageRadius*2.0);
}
return scale;
}
simulated function ProcessTouch(Actor Other, Vector HitLocation)
{
local vector X;
local Vector TempHitLocation, HitNormal;
local array<int> HitPoints;
local KFPawn HitPawn;
// Don't let it hit this player, or blow up on another player
if ( Other == none || Other == Instigator || Other.Base == Instigator )
return;
// Don't collide with bullet whip attachments
if( KFBulletWhipAttachment(Other) != none )
{
return;
}
// Don't allow hits on poeple on the same team
if( KFHumanPawn(Other) != none && Instigator != none
&& KFHumanPawn(Other).PlayerReplicationInfo.Team.TeamIndex == Instigator.PlayerReplicationInfo.Team.TeamIndex )
{
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;
}
X = Vector(Rotation);
if( Role == ROLE_Authority )
{
if( ROBulletWhipAttachment(Other) != none )
{
if(!Other.Base.bDeleteMe)
{
Other = Instigator.HitPointTrace(TempHitLocation, HitNormal, HitLocation + (200 * X), HitPoints, HitLocation,, 1);
if( Other == none || HitPoints.Length == 0 )
return;
HitPawn = KFPawn(Other);
if (Role == ROLE_Authority)
{
if ( HitPawn != none )
{
// Hit detection debugging
/*log("Bullet hit "$HitPawn.PlayerReplicationInfo.PlayerName);
HitPawn.HitStart = HitLocation;
HitPawn.HitEnd = HitLocation + (65535 * X);*/
if( !HitPawn.bDeleteMe )
HitPawn.ProcessLocationalDamage(ImpactDamage, Instigator, TempHitLocation, MomentumTransfer * Normal(Velocity), ImpactDamageType,HitPoints);
// Hit detection debugging
//if( Level.NetMode == NM_Standalone)
// HitPawn.DrawBoneLocation();
}
}
}
}
else
{
if (Pawn(Other) != none && Pawn(Other).IsHeadShot(HitLocation, X, 1.0))
{
Pawn(Other).TakeDamage(ImpactDamage * HeadShotDamageMult, Instigator, HitLocation, MomentumTransfer * Normal(Velocity), ImpactDamageType);
}
else
{
Other.TakeDamage(ImpactDamage, Instigator, HitLocation, MomentumTransfer * Normal(Velocity), ImpactDamageType);
}
}
}
if( !bDud )
{
Explode(HitLocation,Normal(HitLocation-Other.Location));
}
}
/* HurtRadius()
Hurt locally authoritative actors within the radius.
Overriden so it doesn't attemt to damage the bullet whiz cylinder - TODO: maybe implement the same thing in the superclass - Ramm
*/
simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> 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<Pawn> CheckedPawns;
local int i;
local bool bAlreadyChecked;
if ( bHurtEntry )
return;
bHurtEntry = true;
foreach CollidingActors (class 'Actor', Victims, DamageRadius, HitLocation)
{
// don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag
if( (Victims != self) && (Victims != Instigator) &&(Hurtwall != Victims)
&& (Victims.Role == ROLE_Authority) && !Victims.IsA('FluidSurfaceInfo')
&& ExtendedZCollision(Victims)==None && KFBulletWhipAttachment(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);
}
else if( KFP != none )
{
damageScale *= KFP.GetExposureTo(HitLocation);
}
CheckedPawns[CheckedPawns.Length] = P;
if ( damageScale <= 0)
{
P = none;
continue;
}
else
{
P = none;
}
}
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 != Instigator) &&
(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);
log("Part 2 Doing "$(damageScale * DamageAmount)$" damage to "$Victims);
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;
}
//==============
// Touching
// Overridden to not touch the bulletwhip attachment
//simulated singular function Touch(Actor Other)
//{
// if ( Other == None || KFBulletWhipAttachment(Other)!=None )
// return;
//
// super.Touch(Other);
//}
// Don't hit Zed extra collision cylinders
//simulated function ProcessTouch(Actor Other, Vector HitLocation)
//{
// if( ExtendedZCollision(Other) != none )
// {
// return;
// }
//
// super.ProcessTouch(Other, HitLocation);
//}
simulated function Destroyed()
{
if ( Trail != none )
{
Trail.mRegen=False;
Trail.SetPhysics(PHYS_None);
Trail.GotoState('');
}
if ( FlameTrail != none )
{
FlameTrail.Kill();
FlameTrail.SetPhysics(PHYS_None);
}
Super.Destroyed();
}
defaultproperties
{
Speed=1800.000000
MaxSpeed=2200.000000
Damage=25
DamageRadius=150.0
ArmDistSquared=0
StaticMeshRef="EffectsSM.Ger_Tracer"
DrawScale=2.0
ImpactDamage=100
ImpactDamageType=class'DamTypeHuskGunProjectileImpact'
HeadShotDamageMult=1.5
MyDamageType=class'DamTypeHuskGun'
ExplosionSoundRef="KF_EnemiesFinalSnd.Husk.Husk_FireImpact"
AmbientSoundRef="KF_BaseHusk.husk_fireball_loop"
ExplosionDecal=class'KFMod.FlameThrowerBurnMark_Medium'
ExplosionEmitter=class'KFMod.FlameImpact_Medium'
ExplosionSoundVolume=1.65
FlameTrailEmitterClass=class'KFMod.FlameThrowerHusk_Medium'
LightType=LT_Steady
LightBrightness=90.000000
LightRadius=16.000000
LightHue=45
LightSaturation=169
LightCone=16
bDynamicLight=True
bUnlit=True
AmbientGlow=254
}