131 lines
3.8 KiB
Ucode
131 lines
3.8 KiB
Ucode
class stub_DualiesFire extends DualiesFire;
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var int penValue;
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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,HCounter;
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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 Actor DamageActor;
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local int i;
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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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// MK23Fire, DualMK23Fire = 3
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// DeagleFire, DualDeagleFire, Magnum44Fire, Dual44MagnumFire = 10
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if (self.class.name == 'MK23Fire' || self.class.name == 'DualMK23Fire')
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class'stub_DualiesFire'.default.penValue = 3;
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else
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class'stub_DualiesFire'.default.penValue = 10;
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while( (HitCount++) < class'stub_DualiesFire'.default.penValue ) // there was fixed value here per parent class
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{
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DamageActor = 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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{
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break;
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}
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else if( Other==Instigator || Other.Base == Instigator )
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{
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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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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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DamageActor = Pawn(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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// 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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if(!HitPawn.bDeleteMe)
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HitPawn.ProcessLocationalDamage(int(HitDamage), Instigator, HitLocation, Momentum*X,DamageType,HitPoints);
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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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DamageActor = Other;
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}
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else
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{
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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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DamageActor = Other;
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}
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else if ( DamageActor == none )
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{
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DamageActor = Other;
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}
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Other.TakeDamage(int(HitDamage), Instigator, HitLocation, Momentum*X, DamageType);
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}
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if ( (HCounter++) >= 4 || Pawn(DamageActor) == None )
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{
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break;
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}
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HitDamage/=2;
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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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// FIXED accessed none IgnoreActors !
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if (IgnoreActors.Length <= 0)
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return;
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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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} |