rott/kf_sources/ScrnWeaponPack/Classes/MTS255Rocket.uc
2026-07-14 20:27:09 +07:00

126 lines
3.4 KiB
Ucode

class MTS255Rocket extends SPGrenadeProjectile;
var() float StraightFlightTime; // How long the projectile and flies straight
var bool bOutOfPropellant; // Projectile is out of propellant
var bool bDud;
replication
{
reliable if(Role == ROLE_Authority)
bDud;
}
simulated function Tick( float DeltaTime )
{
SetRotation(Rotator(Normal(Velocity)));
if( !bOutOfPropellant ){
if ( StraightFlightTime > 0 )
StraightFlightTime -= DeltaTime;
else
bOutOfPropellant = true;
}
if( bOutOfPropellant && Physics != PHYS_Falling )
SetPhysics(PHYS_Falling);
}
simulated function HitWall( vector HitNormal, actor Wall )
{
if( Instigator != none )
{
OrigLoc = Instigator.Location;
}
if( !bDud && ((VSizeSquared(Location - OrigLoc) < ArmDistSquared) || OrigLoc == vect(0,0,0)) )
{
bDud = true;
LifeSpan=1.0;
Velocity = vect(0,0,0);
SetPhysics(PHYS_Falling);
}
if( !bDud )
{
super(Projectile).HitWall(HitNormal,Wall);
}
}
simulated function Explode(vector HitLocation, vector HitNormal)
{
bHasExploded = True;
// Don't explode if this is a dud
if( bDud )
{
Velocity = vect(0,0,0);
LifeSpan=1.0;
SetPhysics(PHYS_Falling);
return;
}
super.Explode(HitLocation, HitNormal);
}
simulated function ProcessTouch(Actor Other, Vector HitLocation)
{
// 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;
}
if( !bDud && ((VSizeSquared(Location - OrigLoc) < ArmDistSquared) || OrigLoc == vect(0,0,0)) )
{
if( Role == ROLE_Authority )
{
AmbientSound=none;
PlaySound(Sound'ProjectileSounds.PTRD_deflect04',,2.0);
Other.TakeDamage( ImpactDamage, Instigator, HitLocation, Normal(Velocity), ImpactDamageType );
}
bDud = true;
Velocity = vect(0,0,0);
LifeSpan=1.0;
SetPhysics(PHYS_Falling);
}
if( !bDud )
{
Explode(HitLocation,Normal(HitLocation-Other.Location));
}
}
defaultproperties
{
StraightFlightTime=0.500000
ArmDistSquared=62500.000000
Speed=5000.000000
MaxSpeed=7500.000000
TossZ=0.000000
Damage=260.000000
DamageRadius=300.000000
Physics=PHYS_Projectile
DrawScale=0.500000
bBounce=False
}