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

203 lines
5.7 KiB
Ucode

class CryoNade extends Nade;
#exec OBJ LOAD FILE=KF_GrenadeSnd.uax
#exec OBJ LOAD FILE=Inf_WeaponsTwo.uax
#exec OBJ LOAD FILE=KF_LAWSnd.uax
var() int TotalFreezes; // haw many times do freezing
var() float FreezeRate; // How often to do Freezeing
var transient float NextFreezeTime; // The next time that this nade will Freeze friendlies or hurt enemies
var() sound ExplosionSound; // The sound of the rocket exploding
var bool bNeedToPlayEffects; // Whether or not effects have been played yet
replication
{
reliable if (Role==ROLE_Authority)
bNeedToPlayEffects;
}
simulated function PostNetReceive()
{
super.PostNetReceive();
if( !bHasExploded && bNeedToPlayEffects )
{
bNeedToPlayEffects = false;
Explode(Location, vect(0,0,1));
}
}
simulated function Explode(vector HitLocation, vector HitNormal)
{
bHasExploded = True;
BlowUp(HitLocation);
PlaySound(ExplosionSound,,TransientSoundVolume);
if( Role == ROLE_Authority )
{
bNeedToPlayEffects = true;
AmbientSound=Sound'Inf_WeaponsTwo.smoke_loop';
}
if ( EffectIsRelevant(Location,false) )
{
Spawn(Class'CryoNadeCloud',,, HitLocation, rotator(vect(0,0,1)));
Spawn(ExplosionDecal,self,,HitLocation, rotator(-HitNormal));
if ( Level.DetailMode >= DM_High )
Spawn(class'NitroGroundEffect',self,,Location);
}
}
function Timer()
{
if( !bHidden )
{
if( !bHasExploded )
{
Explode(Location, vect(0,0,1));
}
}
else if( bDisintegrated )
{
AmbientSound=none;
Destroy();
}
}
simulated function BlowUp(vector HitLocation)
{
DoFreeze(Damage,DamageRadius, MyDamageType, MomentumTransfer, HitLocation);
if ( Role == ROLE_Authority )
MakeNoise(1.0);
}
function DoFreeze(float DamageAmount, float DamageRadius, class<DamageType> DamageType, float Momentum, vector HitLocation)
{
local KFMonster KFM;
if ( bHurtEntry )
return;
bHurtEntry = true;
NextFreezeTime = Level.TimeSeconds + FreezeRate;
// if( Fear != none )
// Fear.StartleBots();
foreach CollidingActors (class 'KFMonster', KFM, DamageRadius, HitLocation) {
if ( KFM.Health <= 0 )
continue;
if ( Instigator == None || Instigator.Controller == None )
KFM.SetDelayedDamageInstigatorController( InstigatorController );
KFM.TakeDamage(DamageAmount,Instigator,KFM.Location,vect(0,0,0),DamageType);
}
bHurtEntry = false;
}
function TakeDamage( int Damage, Pawn InstigatedBy, Vector Hitlocation, Vector Momentum, class<DamageType> damageType, optional int HitIndex)
{
if( damageType == class'SirenScreamDamage')
Disintegrate(HitLocation, vect(0,0,1));
}
// Overridden to tweak the handling of the impact sound
simulated function HitWall( vector HitNormal, actor Wall )
{
local Vector VNorm;
local PlayerController PC;
if ( (Pawn(Wall) != None) || (GameObjective(Wall) != None) )
{
Explode(Location, HitNormal);
return;
}
if (!bTimerSet)
{
SetTimer(ExplodeTimer, false);
bTimerSet = true;
}
// Reflect off Wall w/damping
VNorm = (Velocity dot HitNormal) * HitNormal;
Velocity = -VNorm * DampenFactor + (Velocity - VNorm) * DampenFactorParallel;
RandSpin(100000);
DesiredRotation.Roll = 0;
RotationRate.Roll = 0;
Speed = VSize(Velocity);
if ( Speed < 20 )
{
bBounce = False;
PrePivot.Z = -1.5;
SetPhysics(PHYS_None);
Timer();
SetTimer(0.0,False);
DesiredRotation = Rotation;
DesiredRotation.Roll = 0;
DesiredRotation.Pitch = 0;
SetRotation(DesiredRotation);
// if( Fear == none )
// {
// //(jc) Changed to use MedicNade-specific grenade that's overridden to not make the ringmaster fear it
// Fear = Spawn(class'AvoidMarker_MedicNade');
// Fear.SetCollisionSize(DamageRadius,DamageRadius);
// Fear.StartleBots();
// }
if ( Trail != None )
Trail.mRegen = false; // stop the emitter from regenerating
}
else
{
if ( (Level.NetMode != NM_DedicatedServer) && (Speed > 50) )
PlaySound(ImpactSound, SLOT_Misc );
else
{
bFixedRotationDir = false;
bRotateToDesired = true;
DesiredRotation.Pitch = 0;
RotationRate.Pitch = 50000;
}
if ( !Level.bDropDetail && (Level.DetailMode != DM_Low) && (Level.TimeSeconds - LastSparkTime > 0.5) && EffectIsRelevant(Location,false) )
{
PC = Level.GetLocalPlayerController();
if ( (PC.ViewTarget != None) && VSize(PC.ViewTarget.Location - Location) < 6000 )
Spawn(HitEffectClass,,, Location, Rotator(HitNormal));
LastSparkTime = Level.TimeSeconds;
}
}
}
function Tick( float DeltaTime )
{
if( TotalFreezes > 0 && NextFreezeTime > 0 && NextFreezeTime < Level.TimeSeconds ) {
TotalFreezes--;
DoFreeze(Damage,DamageRadius, MyDamageType, MomentumTransfer, Location);
if( TotalFreezes == 0 )
AmbientSound=none;
}
}
defaultproperties
{
TotalFreezes=10
FreezeRate=0.500000
ExplosionSound=SoundGroup'KF_GrenadeSnd.NadeBase.MedicNade_Explode'
Damage=10.000000
DamageRadius=175.000000
MyDamageType=Class'ScrnHTec.DamTypeCryoNade'
ExplosionDecal=Class'ScrnHTec.NitroDecal'
StaticMesh=StaticMesh'KF_pickups5_Trip.nades.MedicNade_Pickup'
LifeSpan=8.000000
DrawScale=1.000000
SoundVolume=150
SoundRadius=100.000000
TransientSoundVolume=2.000000
TransientSoundRadius=200.000000
}