290 lines
9.6 KiB
Ucode
290 lines
9.6 KiB
Ucode
class ScrnM79IncGrenadeProjectile extends M79GrenadeProjectile;
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#exec OBJ LOAD FILE=KF_GrenadeSnd.uax
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//overrided to change smoke emiter
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simulated function PostBeginPlay()
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{
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local rotator SmokeRotation;
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BCInverse = 1 / BallisticCoefficient;
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if ( Level.NetMode != NM_DedicatedServer)
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{
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SmokeTrail = Spawn(class'ScrnBalanceSrv.ScrnFlameNadeTrail',self);
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SmokeTrail.SetBase(self);
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SmokeRotation.Pitch = 32768;
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SmokeTrail.SetRelativeRotation(SmokeRotation);
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//Corona = Spawn(class'KFMod.KFLAWCorona',self);
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}
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OrigLoc = Location;
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if( !bDud )
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{
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Dir = vector(Rotation);
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Velocity = speed * Dir;
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}
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if (PhysicsVolume.bWaterVolume)
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{
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bHitWater = True;
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Velocity=0.6*Velocity;
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}
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super(Projectile).PostBeginPlay();
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}
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//copied from flame nade
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simulated function Explode(vector HitLocation, vector HitNormal)
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{
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local PlayerController LocalPlayer;
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bHasExploded = True;
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// Don't explode if this is a dud
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if( bDud )
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{
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Velocity = vect(0,0,0);
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LifeSpan=1.0;
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SetPhysics(PHYS_Falling);
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}
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// Incendiary Effects..
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PlaySound(sound'KF_GrenadeSnd.FlameNade_Explode',,100.5*TransientSoundVolume);
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if ( EffectIsRelevant(Location,false) )
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{
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Spawn(Class'KFIncendiaryExplosion',,, HitLocation, rotator(vect(0,0,1)));
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Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal));
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}
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BlowUp(HitLocation);
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Destroy();
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// Shake nearby players screens
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LocalPlayer = Level.GetLocalPlayerController();
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if ( (LocalPlayer != None) && (VSize(Location - LocalPlayer.ViewTarget.Location) < (DamageRadius * 1.5)) )
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LocalPlayer.ShakeView(RotMag, RotRate, RotTime, OffsetMag, OffsetRate, OffsetTime);
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}
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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 KFMonster KFMonsterVictim;
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local Pawn P;
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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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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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{
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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) && (Hurtwall != Victims) && (Victims.Role == ROLE_Authority) && !Victims.IsA('FluidSurfaceInfo')
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&& ExtendedZCollision(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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{
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for (i = 0; i < CheckedPawns.Length; i++)
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{
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if (CheckedPawns[i] == P)
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{
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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; // and if you forget to re-null it somewhere?!! and then look for a bug during 2 days?!! Damned Tripwire, I hate you so much
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continue;
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}
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KFMonsterVictim = KFMonster(Victims);
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if( KFMonsterVictim != none && KFMonsterVictim.Health <= 0 )
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{
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KFMonsterVictim = none;
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}
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KFP = KFPawn(Victims);
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if( KFMonsterVictim != none )
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{
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damageScale *= KFMonsterVictim.GetExposureTo(HitLocation/*Location + 15 * -Normal(PhysicsVolume.Gravity)*/);
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}
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else if( KFP != none )
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{
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damageScale *= KFP.GetExposureTo(HitLocation/*Location + 15 * -Normal(PhysicsVolume.Gravity)*/);
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}
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CheckedPawns[CheckedPawns.Length] = P;
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if ( damageScale <= 0)
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{
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P = none;
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continue;
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}
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else
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{
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//Victims = P;
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P = none;
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}
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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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/*
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if ( (LastTouched != None) && (LastTouched != self) && (LastTouched.Role == ROLE_Authority) && !LastTouched.IsA('FluidSurfaceInfo') )
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{
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Victims = LastTouched;
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LastTouched = None;
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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 = FMax(Victims.CollisionRadius/(Victims.CollisionRadius + Victims.CollisionHeight),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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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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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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}
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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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simulated function ProcessTouch(Actor Other, Vector HitLocation)
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{
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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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// Don't collide with bullet whip attachments
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if( KFBulletWhipAttachment(Other) != none )
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{
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return;
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}
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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 && KFPawn(Other) != none && Instigator != none
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&& KFPawn(Other).GetTeamNum() == Instigator.GetTeamNum() )
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{
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return;
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}
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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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{
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OrigLoc = Instigator.Location;
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}
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if( !bDud && ((VSizeSquared(Location - OrigLoc) < ArmDistSquared) || OrigLoc == vect(0,0,0)) )
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{
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if( Role == ROLE_Authority )
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{
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AmbientSound=none;
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PlaySound(Sound'ProjectileSounds.PTRD_deflect04',,2.0);
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Other.TakeDamage( ImpactDamage, Instigator, HitLocation, Normal(Velocity), ImpactDamageType );
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}
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bDud = true;
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Velocity = vect(0,0,0);
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LifeSpan=1.0;
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SetPhysics(PHYS_Falling);
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}
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if( !bDud )
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{
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Explode(HitLocation,Normal(HitLocation-Other.Location));
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}
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}
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defaultproperties
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{
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ArmDistSquared=2500.000000
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ImpactDamage=50
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ExplosionSoundRef="KF_GrenadeSnd.FlameNade_Explode"
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Damage=60.000000
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MyDamageType=Class'KFMod.DamTypeFlameNade'
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}
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