203 lines
7.2 KiB
Ucode
203 lines
7.2 KiB
Ucode
class ScrnHuskGunProjectile extends HuskGunProjectile;
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var bool bAppliedCharge;
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//overrided to use alternate burning mechanism
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simulated function HurtRadius( float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation )
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{
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local actor Victims;
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local float damageScale, dist;
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local vector dirs;
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local int NumKilled;
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local Pawn P;
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local KFMonster KFMonsterVictim;
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local KFPawn KFP;
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local array<Pawn> CheckedPawns;
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local int i;
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local bool bAlreadyChecked;
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//local int OldHealth;
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if ( bHurtEntry )
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return;
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bHurtEntry = true;
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foreach CollidingActors (class 'Actor', Victims, DamageRadius, HitLocation) {
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// null pawn variables here just to be sure they didn't left from previous iteration
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// and waste another day of my life to looking for this fucking bug -- PooSH /totallyPissedOff!!!
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P = none;
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KFMonsterVictim = none;
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KFP = none;
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// don't let blast damage affect fluid - VisibleCollisingActors doesn't really work for them - jag
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if( (Victims != self) && (Victims != Instigator) &&(Hurtwall != Victims)
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&& (Victims.Role == ROLE_Authority) && !Victims.IsA('FluidSurfaceInfo')
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&& ExtendedZCollision(Victims)==None && KFBulletWhipAttachment(Victims)==None )
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{
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dirs = Victims.Location - HitLocation;
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dist = FMax(1,VSize(dirs));
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dirs = dirs/dist;
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damageScale = 1 - FMax(0,(dist - Victims.CollisionRadius)/DamageRadius);
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if ( Instigator == None || Instigator.Controller == None )
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Victims.SetDelayedDamageInstigatorController( InstigatorController );
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if ( Victims == LastTouched )
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LastTouched = None;
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P = Pawn(Victims);
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if( P != none ) {
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for (i = 0; i < CheckedPawns.Length; i++) {
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if (CheckedPawns[i] == P) {
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bAlreadyChecked = true;
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break;
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}
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}
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if( bAlreadyChecked )
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{
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bAlreadyChecked = false;
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P = none;
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continue;
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}
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if( KFMonsterVictim != none && KFMonsterVictim.Health <= 0 ) {
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KFMonsterVictim = none;
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}
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KFMonsterVictim = KFMonster(Victims);
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KFP = KFPawn(Victims);
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if( KFMonsterVictim != none )
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damageScale *= KFMonsterVictim.GetExposureTo(HitLocation);
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else if( KFP != none )
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damageScale *= KFP.GetExposureTo(HitLocation);
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CheckedPawns[CheckedPawns.Length] = P;
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if ( damageScale <= 0)
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continue;
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}
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if ( KFMonsterVictim != none && class'ScrnBalance'.default.Mut.BurnMech != none) {
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class'ScrnBalance'.default.Mut.BurnMech.MakeBurnDamage(
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KFMonsterVictim,
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damageScale * DamageAmount,
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Instigator,
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Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dirs,
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(damageScale * Momentum * dirs),
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DamageType
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);
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}
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else {
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Victims.TakeDamage
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(
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damageScale * DamageAmount,
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Instigator,
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Victims.Location - 0.5 * (Victims.CollisionHeight + Victims.CollisionRadius) * dirs,
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(damageScale * Momentum * dirs),
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DamageType
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);
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}
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if (Vehicle(Victims) != None && Vehicle(Victims).Health > 0)
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Vehicle(Victims).DriverRadiusDamage(DamageAmount, DamageRadius, InstigatorController, DamageType, Momentum, HitLocation);
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if( Role == ROLE_Authority && KFMonsterVictim != none && KFMonsterVictim.Health <= 0 )
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{
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NumKilled++;
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}
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}
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}
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if( Role == ROLE_Authority )
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{
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if( NumKilled >= 4 )
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{
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KFGameType(Level.Game).DramaticEvent(0.05);
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}
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else if( NumKilled >= 2 )
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{
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KFGameType(Level.Game).DramaticEvent(0.03);
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}
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}
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bHurtEntry = false;
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}
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// in case when the projectile touched a victim on spawn and WeaponFire haven't applied charge yet
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function CheckCharge()
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{
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local ScrnHuskGunFire FireMode;
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if ( bAppliedCharge )
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return;
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if ( Instigator != none && Instigator.Weapon != none )
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FireMode = ScrnHuskGunFire( Instigator.Weapon.GetFireMode(0) );
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if ( FireMode != none )
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FireMode.ApplyCharge(self);
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}
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simulated function ProcessTouch(Actor Other, Vector HitLocation)
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{
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local vector X;
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local Vector TempHitLocation, HitNormal, OtherLocation;
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local array<int> HitPoints;
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local KFPawn HitPawn;
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// Don't let it hit this player, or blow up on another player
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if ( Other == none || Other == Instigator || Other.Base == Instigator || !Other.bBlockHitPointTraces )
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return;
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// Use the instigator's location if it exists. This fixes issues with
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// the original location of the projectile being really far away from
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// the real Origloc due to it taking a couple of milliseconds to
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// replicate the location to the client and the first replicated location has
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// already moved quite a bit.
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if( Instigator != none ) {
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OrigLoc = Instigator.Location;
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}
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X = Vector(Rotation);
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OtherLocation = Other.Location;
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if( Instigator != none && ROBulletWhipAttachment(Other) != none ) {
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// we touched player's auxilary collision cylinder, not let's trace to the player himself
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// Other.Base = KFPawn
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if( Other.Base == none || Other.Base.bDeleteMe )
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return;
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Other = Instigator.HitPointTrace(TempHitLocation, HitNormal, HitLocation + (200 * X), HitPoints, HitLocation,, 1);
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if( Other == none || HitPoints.Length == 0 || Other.bDeleteMe )
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return; // bullet didn't hit a pawn
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HitPawn = KFPawn(Other);
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if ( HitPawn != none ) {
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// Don't allow hits on people on the same team - except hardcore mode
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if ( !class'ScrnBalance'.default.Mut.bHardcore && HitPawn.GetTeamNum() == Instigator.GetTeamNum() )
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return;
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CheckCharge();
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HitPawn.ProcessLocationalDamage(Damage, Instigator, TempHitLocation, MomentumTransfer * Normal(Velocity), MyDamageType,HitPoints);
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}
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}
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else {
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CheckCharge();
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Other.TakeDamage(ImpactDamage, Instigator, HitLocation, MomentumTransfer * Normal(Velocity), ImpactDamageType);
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}
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if( !bDud ) {
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Explode(HitLocation,Normal(HitLocation-OtherLocation));
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}
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}
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defaultproperties
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{
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HeadShotDamageMult=1.000000
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ImpactDamageType=Class'ScrnBalanceSrv.ScrnDamTypeHuskGunProjectileImpact'
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ImpactDamage=65
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Damage=30.000000
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}
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