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

247 lines
7.1 KiB
Ucode

//=============================================================================
// ZEDGunProjectile
//=============================================================================
// Energy ball projectile for the ZEDGun
//=============================================================================
// Killing Floor Source
// Copyright (C) 2012 Tripwire Interactive LLC
// John "Ramm-Jaeger" Gibson
//=============================================================================
class ZEDGunProjectile extends LAWProj;
var() float HeadShotDamageMult;
var Emitter FlameTrail;
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);
}
}
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;
}
// Overridden to not do explosive damage
simulated function BlowUp(vector HitLocation)
{
if ( Role == ROLE_Authority )
MakeNoise(1.0);
}
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(Damage, Instigator, TempHitLocation, MomentumTransfer * Normal(Velocity), MyDamageType,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(Damage * HeadShotDamageMult, Instigator, HitLocation, MomentumTransfer * Normal(Velocity), MyDamageType);
}
else
{
Other.TakeDamage(Damage, Instigator, HitLocation, MomentumTransfer * Normal(Velocity), MyDamageType);
}
}
}
if( !bDud )
{
Explode(HitLocation,Normal(HitLocation-Other.Location));
}
}
simulated function Destroyed()
{
if ( FlameTrail != none )
{
FlameTrail.Kill();
FlameTrail.SetPhysics(PHYS_None);
}
Super.Destroyed();
}
defaultproperties
{
Speed=1500.000000
MaxSpeed=1700.000000
Damage=85.000000
DamageRadius=0.000000
ArmDistSquared=0
StaticMeshRef="ZED_FX_SM.Energy.ZED_FX_Energy_Card"
DrawScale=1.000000
HeadShotDamageMult=1.500000
MyDamageType=Class'KFMod.DamTypeZEDGun'
ExplosionSoundRef="KF_ZEDGunSnd.KF_WEP_ZED_Projectile_Explode"
AmbientSoundRef="KF_ZEDGunSnd.KF_WEP_ZED_Projectile_Loop"
ExplosionDecal=Class'KFMod.FlameThrowerBurnMark_Medium'
ExplosionEmitter=Class'KFMod.ZEDProjectileImpact'
ExplosionSoundVolume=1.650000
FlameTrailEmitterClass=Class'KFMod.ZEDProjectileTrail'
LightType=LT_Steady
LightBrightness=255
LightRadius=8.000000
LightHue=128
LightSaturation=64
LightCone=16
bDynamicLight=True
bUnlit=True
AmbientGlow=254
AmbientVolumeScale=2.5
}