Add stopping power mechanic

This commit is contained in:
Anton Tarasenko 2024-03-22 18:48:30 +07:00
parent 1bc35cc348
commit 0951574451
23 changed files with 208 additions and 196 deletions

View File

@ -102,31 +102,39 @@ simulated function ServerExplode
local Vector dirToVictim;
local Vector hitLocation;
local float scale1, scale2;
local NiceMonster niceVictim;
if(Role < ROLE_Authority) return;
foreach VisibleActors(class'Actor', victim, explRadius, explLocation){
if(victim == none || victim == self) continue;
if(victim.role < ROLE_Authority) continue;
if(ExtendedZCollision(victim) != none) continue;
if(Trigger(victim) != none) continue;
dirToVictim = Normal(victim.location - explLocation);
hitLocation = victim.location - 0.5 *
(victim.collisionHeight + victim.collisionRadius) * dirToVictim;
CalculateDamageScales( scale1, scale2,
victim, explLocation, explRadius, explExp);
// Deal main damage
if(scale1 > 0){
ServerDealDamage( victim, explDamage * scale1, instigator,
hitLocation, scale1 * momentum * dirToVictim,
explDmgType);
}
// Deal secondary damage
if(allowDoubleExplosion && victim != none && scale2 > 0){
ServerDealDamage( victim, explDamage * scale2, instigator,
hitLocation, scale2 * momentum * dirToVictim,
explDmgType);
}
if(NiceMonster(victim) != none && NiceMonster(victim).health <= 0)
numKilled ++;
if(victim == none || victim == self) continue;
if(victim.role < ROLE_Authority) continue;
if(ExtendedZCollision(victim) != none) continue;
if(Trigger(victim) != none) continue;
dirToVictim = Normal(victim.location - explLocation);
hitLocation = victim.location - 0.5 *
(victim.collisionHeight + victim.collisionRadius) * dirToVictim;
CalculateDamageScales( scale1, scale2,
victim, explLocation, explRadius, explExp);
// Deal main damage
if(scale1 > 0){
ServerDealDamage( victim, explDamage * scale1, instigator,
hitLocation, scale1 * momentum * dirToVictim,
explDmgType);
}
// Deal secondary damage
if(allowDoubleExplosion && victim != none && scale2 > 0){
ServerDealDamage( victim, explDamage * scale2, instigator,
hitLocation, scale2 * momentum * dirToVictim,
explDmgType);
}
niceVictim = NiceMonster(victim);
if(NiceMonster(victim) != none) {
if (NiceMonster(victim).health <= 0) {
numKilled += 1;
}
else {
niceVictim.concussionCountdown = 10.0;
}
}
}
if(numKilled >= 4)
KFGameType(level.game).DramaticEvent(0.05);
@ -272,9 +280,6 @@ simulated function HandleNiceDamageMechanicsAndSkills
hasSkill(nicePlayer, class'NiceSkillCommandoTranquilizer');
hasZEDFrenzy = class'NiceVeterancyTypes'.static.
hasSkill(nicePlayer, class'NiceSkillMedicZEDFrenzy');
// Medic's suppression
if(hasTranquilizer)
niceZed.mind = FMin(niceZed.mind, 0.5);
// Medic's frenzy
if(hasZEDFrenzy && nicePlayer.IsZedTimeActive()){
niceZed.madnessCountDown =

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@ -8,6 +8,7 @@ static function GetHitEffects(out class<xEmitter> HitEffects[4], int VictimHealt
}
defaultproperties
{
stoppingPower=0.5
stunMultiplier=0.600000
bIsExplosive=True
DeathString="%o filled %k's body with shrapnel."

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@ -27,6 +27,7 @@ var const int MediumZedMinHealth; // If zed's base Health >= this
var float PenDmgReduction; // Penetration damage reduction after hitting small zed
var float penDecapReduction; // Penetration decapitaion effectiveness reduction after hitting small zed
var float penIncapReduction; // Penetration incapacitation (flinch or stun) effectiveness reduction after hitting small zed
var float stoppingPower; // How much stopping power the gun has - % amount zeds will be made to slow down when shot
var bool bIsProjectile; // If original damage type's version was derived from 'KFProjectileWeaponDamageType', then set this to true
// Scales exp gain according to given HardcoreLevel
static function float getScale(int HL){
@ -88,6 +89,7 @@ defaultproperties
BigZedPenDmgReduction=0.500000
BigZedMinHealth=1000
MediumZedPenDmgReduction=0.750000
stoppingPower=0.0
MediumZedMinHealth=500
PenDmgReduction=0.700000
PawnDamageEmitter=None

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@ -2,6 +2,7 @@ class NiceDamTypeKrissM extends NiceDamageTypeVetDemolitions
abstract;
defaultproperties
{
stoppingPower=0.25
HeadShotDamageMult=1.500000
WeaponClass=class'NiceKrissMMedicGun'
}

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@ -2,6 +2,7 @@ class NiceDamTypeM7A3M extends NiceDamageTypeVetDemolitions
abstract;
defaultproperties
{
stoppingPower=0.15
HeadShotDamageMult=2.000000
WeaponClass=class'NiceM7A3MMedicGun'
}

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@ -2,6 +2,7 @@ class NiceDamTypeMP5M extends NiceDamageTypeVetDemolitions
abstract;
defaultproperties
{
stoppingPower=0.15
HeadShotDamageMult=2.000000
WeaponClass=class'NiceMP5MMedicGun'
}

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@ -5,5 +5,6 @@ defaultproperties
bPenetrationHSOnly=True
MaxPenetrations=1
HeadShotDamageMult=2.250000
stoppingPower=0.15
WeaponClass=class'NiceMP7MMedicGun'
}

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@ -27,23 +27,20 @@ Ignores StartChargingFP;
bFrustrated = false;
if(Controller != none)
NiceZombieFleshPoundController(Controller).RageFrustrationTimer = 0;
if( Health>0 && !bZapped )
{
SetGroundSpeed(GetOriginalGroundSpeed());
}
if( Level.NetMode!=NM_DedicatedServer )
ClientChargingAnims();
NetUpdateTime = Level.TimeSeconds - 1;
}
simulated function UpdateGroundSpeed() {
super(NiceMonster).UpdateGroundSpeed();
if (!bShotAnim) {
groundSpeed *= 2.3;
}
}
function Tick( float Delta )
{
if( !bShotAnim )
{
SetGroundSpeed(OriginalGroundSpeed * 2.3);//2.0;
}
// Keep the flesh pound moving toward its target when attacking
if( Role == ROLE_Authority && bShotAnim)
{

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@ -915,9 +915,16 @@ state Charging
// How many charge attacks we can do randomly 1-3
NumChargeAttacks = Rand(2) + 1;
}
simulated function UpdateGroundSpeed() {
super.UpdateGroundSpeed();
if (bShotAnim) {
groundSpeed *= 1.25;
} else {
groundSpeed *= 2.5;
}
}
function EndState()
{
SetGroundSpeed(GetOriginalGroundSpeed());
bChargingPlayer = False;
ChargeDamage = 0;
if( Level.NetMode!=NM_DedicatedServer )
@ -942,7 +949,6 @@ state Charging
if( Level.NetMode!=NM_DedicatedServer )
PostNetReceive();
}
SetGroundSpeed(OriginalGroundSpeed * 1.25);
if( LookTarget!=none )
{
Acceleration = AccelRate * Normal(LookTarget.Location - Location);
@ -956,16 +962,6 @@ state Charging
if( Level.NetMode!=NM_DedicatedServer )
PostNetReceive();
}
// Zapping slows him down, but doesn't stop him
if( bZapped )
{
SetGroundSpeed(OriginalGroundSpeed * 1.5);
}
else
{
SetGroundSpeed(OriginalGroundSpeed * 2.5);
}
}
Global.Tick(Delta);
@ -1071,7 +1067,6 @@ State Escaping extends Charging // Got hurt and running away...
if( Level.NetMode!=NM_DedicatedServer )
PostNetReceive();
}
SetGroundSpeed(GetOriginalGroundSpeed());
}
else
{
@ -1081,23 +1076,20 @@ State Escaping extends Charging // Got hurt and running away...
if( Level.NetMode!=NM_DedicatedServer )
PostNetReceive();
}
// Zapping slows him down, but doesn't stop him
if( bZapped )
{
SetGroundSpeed(OriginalGroundSpeed * 1.5);
}
else
{
SetGroundSpeed(OriginalGroundSpeed * 2.5);
}
}
Global.Tick(Delta);
}
simulated function UpdateGroundSpeed() {
super.UpdateGroundSpeed();
if (bShotAnim) {
groundSpeed *= 1.25;
} else {
groundSpeed *= 2.5;
}
}
function EndState()
{
SetGroundSpeed(GetOriginalGroundSpeed());
bChargingPlayer = False;
if( Level.NetMode!=NM_DedicatedServer )
PostNetReceive();

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@ -98,6 +98,9 @@ defaultproperties
HealthMax=8000.000000
Health=8000
HeadScale=1.300000
stoppingRecoveryRate=0.1
maxStoppingEffect=0.2
minStoppingThreshold=0.6
MenuName="Nice Patriarch"
MovementAnims(0)="WalkF"
MovementAnims(1)="WalkF"

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@ -182,18 +182,6 @@ function TakeDamageClient(int Damage, Pawn InstigatedBy, Vector HitLocation, Vec
if (bDecapitated)
Died(InstigatedBy.Controller, damageType, HitLocation);
}
function TakeFireDamage(int Damage, Pawn Instigator)
{
Super.TakeFireDamage(Damage, Instigator);
// Adjust movement speed if not charging
if (!bChargingPlayer)
{
if (bBurnified)
GroundSpeed = GetOriginalGroundSpeed() * BurnGroundSpeedMul;
else
GroundSpeed = GetOriginalGroundSpeed();
}
}
function ClawDamageTarget()
{
local KFHumanPawn HumanTarget;
@ -311,19 +299,16 @@ Ignores StartCharging;
NetUpdateTime = Level.TimeSeconds - 1;
}
simulated function UpdateGroundSpeed() {
super.UpdateGroundSpeed();
groundSpeed = groundSpeed + ((groundSpeed * 0.75 / maxRageCounter * (rageCounter + 1) * rageSpeedTween));
}
function EndState()
{
bChargingPlayer = false;
NiceZombieBruteController(Controller).RageFrustrationTimer = 0;
if (Health > 0)
{
GroundSpeed = GetOriginalGroundSpeed();
if (bBurnified)
GroundSpeed *= BurnGroundSpeedMul;
}
if( Level.NetMode!=NM_DedicatedServer )
ClientChargingAnims();
@ -331,12 +316,8 @@ Ignores StartCharging;
}
function Tick(float Delta)
{
if (!bShotAnim)
{
if (!bShotAnim) {
RageSpeedTween = FClamp(RageSpeedTween + (Delta * 0.75), 0, 1.0);
GroundSpeed = OriginalGroundSpeed + ((OriginalGroundSpeed * 0.75 / MaxRageCounter * (RageCounter + 1) * RageSpeedTween));
if (bBurnified)
GroundSpeed *= BurnGroundSpeedMul;
}
Global.Tick(Delta);

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@ -33,7 +33,6 @@ var bool bServerBlock;
var bool bClientBlock;
var float BlockDmgMul; // Multiplier for damage taken from blocked shots
var float BlockFireDmgMul;
var float BurnGroundSpeedMul; // Multiplier for ground speed when burning
replication
{
reliable if(Role == ROLE_Authority)
@ -61,7 +60,6 @@ defaultproperties
BlockAddScale=2.500000
BlockDmgMul=0.100000
BlockFireDmgMul=1.000000
BurnGroundSpeedMul=0.700000
StunThreshold=4.000000
flameFuel=0.500000
clientHeadshotScale=1.300000
@ -110,6 +108,7 @@ defaultproperties
Health=1000
HeadHeight=2.500000
HeadScale=1.300000
minStoppingThreshold=0.1
MenuName="Brute"
MovementAnims(0)="BruteWalkC"
MovementAnims(1)="BruteWalkC"

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@ -49,7 +49,6 @@ function SetMindControlled(bool bNewMindControlled)
if( bNewMindControlled != bZedUnderControl )
{
SetGroundSpeed(OriginalGroundSpeed * 1.25);
Health *= 1.25;
HealthMax *= 1.25;
}
@ -252,21 +251,21 @@ Ignores StartChargingFP;
if(fpController == none)
fpController.RageFrustrationTimer = 0;
if( Health>0 && !bZapped )
{
SetGroundSpeed(GetOriginalGroundSpeed());
}
if( Level.NetMode!=NM_DedicatedServer )
ClientChargingAnims();
NetUpdateTime = Level.TimeSeconds - 1;
}
simulated function UpdateGroundSpeed() {
super.UpdateGroundSpeed();
if (!bShotAnim) {
groundSpeed *= 2.3;
}
}
function Tick( float Delta )
{
if( !bShotAnim )
{
SetGroundSpeed(OriginalGroundSpeed * 2.3);//2.0;
if( !bFrustrated && !bZedUnderControl && Level.TimeSeconds>RageEndTime )
{
GoToState('');
@ -330,11 +329,16 @@ Ignores StartChargingFP;
state ChargeToMarker extends RageCharging
{
Ignores StartChargingFP;
simulated function UpdateGroundSpeed() {
super.UpdateGroundSpeed();
if (!bShotAnim) {
groundSpeed *= 2.3;
}
}
function Tick( float Delta )
{
if( !bShotAnim )
{
SetGroundSpeed(OriginalGroundSpeed * 2.3);
if( !bFrustrated && !bZedUnderControl && Level.TimeSeconds>RageEndTime )
{
GoToState('');

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@ -80,6 +80,8 @@ defaultproperties
Health=1650
HeadHeight=2.500000
HeadScale=1.300000
maxStoppingEffect=0.05
minStoppingThreshold=0.68
MenuName="Nice Flesh Pound"
MovementAnims(0)="PoundWalk"
MovementAnims(1)="WalkB"

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@ -45,7 +45,6 @@ function SetMindControlled(bool bNewMindControlled)
if( bNewMindControlled != bZedUnderControl )
{
SetGroundSpeed(OriginalGroundSpeed * 1.25);
Health *= 1.25;
HealthMax *= 1.25;
}
@ -73,13 +72,6 @@ function RangedAttack(Actor A){
if(!bShotAnim && !bDecapitated && VSize(A.Location - Location) <= 700)
GoToState('RunningState');
}
simulated function Tick(float DeltaTime){
super.Tick(DeltaTime);
if(IsInState('RunningState'))
SetGroundSpeed(GetOriginalGroundSpeed() * 1.875);
else
SetGroundSpeed(GetOriginalGroundSpeed());
}
state RunningState{
// Set the zed to the zapped behavior
simulated function SetZappedBehavior(){
@ -94,7 +86,6 @@ state RunningState{
if(bZapped)
GoToState('');
else{
SetGroundSpeed(OriginalGroundSpeed * 1.875);
bRunning = true;
if(Level.NetMode != NM_DedicatedServer)
PostNetReceive();
@ -103,7 +94,6 @@ state RunningState{
}
}
function EndState(){
SetGroundSpeed(GetOriginalGroundSpeed());
bRunning = false;
if(Level.NetMode != NM_DedicatedServer)
PostNetReceive();
@ -112,6 +102,10 @@ state RunningState{
NetUpdateTime = Level.TimeSeconds - 1;
}
simulated function UpdateGroundSpeed() {
super.UpdateGroundSpeed();
groundSpeed *= 1.875;
}
function RemoveHead(){
GoToState('');
Global.RemoveHead();

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@ -60,6 +60,7 @@ defaultproperties
HeadHeight=1.000000
HeadScale=1.350000
AmbientSoundScaling=8.000000
stoppingRecoveryRate=0.05
MenuName="Nice Husk"
MovementAnims(0)="WalkF"
MovementAnims(1)="WalkB"

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@ -105,15 +105,11 @@ State SawingLoop
else GoToState('');
}
}
simulated function float GetOriginalGroundSpeed()
{
local float result;
result = OriginalGroundSpeed;
if ( bWasRaged || bCharging )
result *= 3.5;
else if( bZedUnderControl )
result *= 1.25;
return result;
simulated function UpdateGroundSpeed() {
super.UpdateGroundSpeed();
if (bWasRaged || bCharging) {
groundSpeed *= 3.5;
}
}
state RunningState
{
@ -124,7 +120,6 @@ state RunningState
GoToState('');
else {
bCharging = true;
SetGroundSpeed(GetOriginalGroundSpeed());
if( Level.NetMode!=NM_DedicatedServer )
PostNetReceive();
NetUpdateTime = Level.TimeSeconds - 1;
@ -133,8 +128,6 @@ state RunningState
function EndState()
{
bCharging = False;
if( !bZapped )
SetGroundSpeed(GetOriginalGroundSpeed());
if( Level.NetMode!=NM_DedicatedServer )
PostNetReceive();
}
@ -163,6 +156,8 @@ defaultproperties
ChallengeSound(2)=None
ChallengeSound(3)=None
ScoringValue=300
maxStoppingEffect=0.25
minStoppingThreshold=0.25
MenuName="Jason"
AmbientSound=Sound'ScrnZedPack_S.Jason.Jason_Sound'
Mesh=SkeletalMesh'ScrnZedPack_A.JasonMesh'

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@ -83,7 +83,6 @@ function SetMindControlled(bool bNewMindControlled)
if( bNewMindControlled != bZedUnderControl )
{
SetGroundSpeed(OriginalGroundSpeed * 1.25);
Health *= 1.25;
HealthMax *= 1.25;
}
@ -185,8 +184,9 @@ state RunningState
{
return false;
}
simulated function float GetOriginalGroundSpeed() {
return 3.5 * OriginalGroundSpeed;
simulated function UpdateGroundSpeed() {
super.UpdateGroundSpeed();
groundSpeed *= 3.5;
}
function BeginState(){
local NiceHumanPawn rageTarget, rageCause;
@ -214,7 +214,6 @@ state RunningState
if(bZapped)
GoToState('');
else{
SetGroundSpeed(OriginalGroundSpeed * 3.5);
bCharging = true;
if( Level.NetMode!=NM_DedicatedServer )
PostNetReceive();
@ -224,10 +223,6 @@ state RunningState
}
function EndState()
{
if( !bZapped )
{
SetGroundSpeed(GetOriginalGroundSpeed());
}
bCharging = False;
if( Level.NetMode!=NM_DedicatedServer )
PostNetReceive();
@ -265,8 +260,9 @@ State SawingLoop
{
return false;
}
simulated function float GetOriginalGroundSpeed() {
return OriginalGroundSpeed * AttackChargeRate;
simulated function UpdateGroundSpeed() {
super.UpdateGroundSpeed();
groundSpeed *= attackChargeRate;
}
function bool CanGetOutOfWay()
{
@ -279,7 +275,6 @@ State SawingLoop
// Randomly have the scrake charge during an attack so it will be less predictable
if(Health/HealthMax < 0.5 || FRand() <= 0.95)
{
SetGroundSpeed(OriginalGroundSpeed * AttackChargeRate);
bCharging = true;
if( Level.NetMode!=NM_DedicatedServer )
PostNetReceive();
@ -327,8 +322,6 @@ State SawingLoop
{
AmbientSound=default.AmbientSound;
MeleeDamage = Max( DifficultyDamageModifer() * default.MeleeDamage, 1 );
SetGroundSpeed(GetOriginalGroundSpeed());
bCharging = False;
if(Level.NetMode != NM_DedicatedServer)
PostNetReceive();

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@ -63,6 +63,8 @@ defaultproperties
HealthMax=1000.000000
Health=1000
HeadHeight=2.200000
maxStoppingEffect=0.15
minStoppingThreshold=0.15
MenuName="Nice Scrake"
MovementAnims(0)="SawZombieWalk"
MovementAnims(1)="SawZombieWalk"

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@ -179,7 +179,6 @@ state Running
Global.Tick(Delta);
if (RunUntilTime < Level.TimeSeconds)
GotoState('');
GroundSpeed = GetOriginalGroundSpeed();
}
function BeginState()
{
@ -190,13 +189,12 @@ state Running
function EndState()
{
bRunning = false;
GroundSpeed = global.GetOriginalGroundSpeed();
RunCooldownEnd = Level.TimeSeconds + PeriodRunCoolBase + FRand() * PeriodRunCoolRan;
MovementAnims[0] = WalkAnim;
}
function float GetOriginalGroundSpeed()
{
return global.GetOriginalGroundSpeed() * 2.5;
simulated function UpdateGroundSpeed() {
super.UpdateGroundSpeed();
groundSpeed *= 2.5;
}
function bool CanSpeedAdjust()
{
@ -219,14 +217,6 @@ simulated function bool AnimNeedsWait(name TestAnim)
}
return ExpectingChannel == 0;
}
simulated function float GetOriginalGroundSpeed()
{
local float result;
result = OriginalGroundSpeed;
if( bZedUnderControl )
result *= 1.25;
return result;
}
simulated function HandleAnimation(float Delta)
{
// hehehe

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@ -281,6 +281,12 @@ simulated function HurtRadius(float DamageAmount, float DamageRadius, class<Dama
function RemoveHead(){
Super.RemoveHead();
}
simulated function UpdateGroundSpeed() {
super.UpdateGroundSpeed();
if (bShotAnim) {
groundSpeed *= 0.65;
}
}
simulated function Tick( float Delta )
{
local float currScreamTime;
@ -295,17 +301,11 @@ simulated function Tick( float Delta )
{
if( bShotAnim )
{
SetGroundSpeed(GetOriginalGroundSpeed() * 0.65);
if( LookTarget!=none )
{
Acceleration = AccelRate * Normal(LookTarget.Location - Location);
}
}
else
{
SetGroundSpeed(GetOriginalGroundSpeed());
}
}
if(Role == ROLE_Authority && screamStartTime > 0){
currScreamTime = Level.TimeSeconds - screamStartTime;

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@ -709,7 +709,6 @@ defaultproperties
HealEnergyDrain=0.200000
ProjectileFireInterval=5.000000
BurnDamageScale=1.000000
mind=0.000000
bFireImmune=False
MoanVoice=SoundGroup'KF_EnemiesFinalSnd_CIRCUS.Husk.Husk_Talk'
BleedOutDuration=5.000000

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@ -24,6 +24,7 @@ class NiceMonster extends KFMonster
#exec OBJ LOAD FILE=KF_EnemyGlobalSndTwo.uax
#exec OBJ LOAD FILE=KFZED_FX_T.utx
var bool initializationComplete;
//==============================================================================
//==============================================================================
// > Affliction system
@ -75,13 +76,15 @@ var float stunLoopStart, stunLoopEnd, idleInsertFrame;
var bool bWasIdleStun; // Were we using idleanimation for stun?
var float prevStunAnimFrame; // At which tick we were?
//==============================================================================
// >> Another default stun system allows tostuns zeds by repeatedly dealing
// >> Another default stun system allows to stun zeds by repeatedly dealing
// head damage to them fast enough:
// 1. Dealing head damage increases accumulated damage
// 2. If head damage was received for a certain time period, -
// accumulated damage starts to decrease
// 3. If accumulated damage is high enough, passes 'IsStunPossible' check
// and has low enough mind level - normal duration stun activates
// - normal duration stun activates
// How much more time will this zed spend concussed?
var float concussionCountdown;
// Accumulated head damage
var float accHeadDamage;
// Rate (per second) at which accumulated head damage diminishes
@ -91,16 +94,6 @@ var float headRecoveryTime;
// Count down variable for above mentioned time
var float headRecoveryCountDown;
//==============================================================================
//==============================================================================
// > Mind system
// Largly underdeveloped and currently only exists to decide whether or not
// zed can be stunned by accumulating head damage
// Current mind level (1.0 - default and maximum value)
var float mind;
// Treshold, required for stun by accumulated head damage
var float accStunMindLvl;
//==============================================================================
//==============================================================================
// > Temperature system
@ -148,16 +141,14 @@ var bool bFrugalFuelUsage;
// Is a value from 0.0 to 1.0 and `1 - stoppingEffect` acts as speed multiplier
// for the zed
var float stoppingEffect;
// (Absolute) Point in time at which recovery would start, updated when zeds
// receives another stopping effect from somewhere
var float stoppingRecoveryStartTime;
// How much stopping effect would be rcovred in a second
// How much stopping effect would be recovred in a second
var float stoppingRecoveryRate;
// Maximum stopping effect this zed can tank
// Maximum `stoppingEffect` value zed can accumulate
var float maxStoppingEffect;
// Minimal stopping threshold for the zed (supposed to be subtracted from
// incoming effects' strenght).
var float minStoppingThreshold;
//==============================================================================
//==============================================================================
// > Miscellaneous variables
@ -241,6 +232,7 @@ simulated function PostBeginPlay(){
SavedExtCollision = MyExtCollision.bCollideActors;
}
}
initializationComplete = true;
}
//==============================================================================
@ -381,6 +373,15 @@ simulated function FearTick(float deltaTime){
+ 0.75 * accelRate * Normal(Location - fearCenter);
}
//==============================================================================
// >> Decrease active stopping power on the zed as the time goes by
simulated function StoppingPowerTick(float deltaTime) {
if (stoppingEffect <= 0.0 || concussionCountdown > 0.0) {
return;
}
stoppingEffect -= deltaTime * stoppingRecoveryRate;
stoppingEffect = FMax(0, stoppingEffect);
}
//==============================================================================
// >> Set of functions to handle animation changes during stun
simulated function CalcRemainigStunStructure( name seqName,
float oFrame,
@ -470,14 +471,14 @@ simulated function StunTick(float deltaTime){
}
//==============================================================================
// >> Set of functions to handle stun from head damage accumulation
function AccumulateHeadDamage( float addDamage,
function AccumulateHeadDamage( float addDamage,
bool bIsHeadshot,
NicePlayerController nicePlayer){
if(bIsHeadshot){
AccHeadDamage += addDamage;
HeadRecoveryCountDown = HeadRecoveryTime;
if(AccHeadDamage > (default.HeadHealth / 1.5)
&& (Mind <= AccStunMindLvl && IsStunPossible()))
&& (concussionCountdown > 0.0 && IsStunPossible()))
DoStun(nicePlayer.pawn,,,, 1.0);
}
else if(HeadRecoveryCountDown > 0.0)
@ -485,11 +486,13 @@ function AccumulateHeadDamage( float addDamage,
HeadRecoveryTime / 2);
}
function HeadDamageRecoveryTick(float delta){
HeadRecoveryCountDown -= delta;
HeadRecoveryCountDown = FMax(0.0, HeadRecoveryCountDown);
if(HeadRecoveryCountDown <= 0.0)
AccHeadDamage -= delta * HeadDamageRecoveryRate;
AccHeadDamage = FMax(AccHeadDamage, 0.0);
concussionCountdown -= delta;
concussionCountdown = FMax(0.0, concussionCountdown);
headRecoveryCountDown -= delta;
headRecoveryCountDown = FMax(0.0, headRecoveryCountDown);
if(headRecoveryCountDown <= 0.0)
accHeadDamage -= delta * HeadDamageRecoveryRate;
accHeadDamage = FMax(accHeadDamage, 0.0);
}
//==============================================================================
// >> Function that calls actual 'HeatTick' when needed
@ -546,15 +549,6 @@ simulated function FakeHeatTick(float deltaTime){
// >> Ticks from TWI's code
// Updates zed's speed if it's not relevant;
// code, specific to standalone game and listen servers was cut out
simulated function NonRelevantSpeedupTick(float deltaTime){
if(Level.netMode == NM_Client || !CanSpeedAdjust()) return;
if(Level.TimeSeconds - LastReplicateTime > 0.5)
SetGroundSpeed(default.GroundSpeed * (300.0 / default.GroundSpeed));
else{
LastSeenOrRelevantTime = Level.TimeSeconds;
SetGroundSpeed(GetOriginalGroundSpeed());
}
}
// Kill zed if it has been bleeding long enough
simulated function BleedOutTick(float deltaTick)
@ -605,7 +599,6 @@ simulated function TWITick(float deltaTime){
// If we've flagged this character to be destroyed next tick, handle that
if(bDestroyNextTick && TimeSetDestroyNextTickTime < Level.TimeSeconds)
Destroy();
NonRelevantSpeedupTick(deltaTime);
// Reset AnimAction
if(bResetAnimAct && ResetAnimActTime < Level.TimeSeconds){
AnimAction = '';
@ -628,8 +621,10 @@ simulated function Tick(float deltaTime){
DecapTick(deltaTime);
FearTick(deltaTime);
StunTick(deltaTime);
StoppingPowerTick(deltaTime);
HeadDamageRecoveryTick(deltaTime);
FakeHeatTick(deltaTime);
UpdateGroundSpeed();
// TWI's tick
TWITick(deltaTime);
}
@ -1613,7 +1608,7 @@ function UnFreeze(){
GroundSpeed = GetOriginalGroundSpeed();
bFrozenZed = false;
}
function TakeDamageClient( int damage,
function TakeDamageClient( int damage,
Pawn instigatedBy,
Vector hitLocation,
Vector momentum,
@ -1632,22 +1627,24 @@ function TakeDamageClient( int damage,
KFPRI = KFPlayerReplicationInfo(instigatedBy.PlayerReplicationInfo);
if(headHealth <= 0)
headshotLevel = 0.0;
// Handle special weapon effects
HandleStoppingPower(damageType, headshotLevel);
// Handle elemental damage components
ExtractElementalDamage( regDamage, heatDamage, damage,
ExtractElementalDamage(regDamage, heatDamage, damage,
instigatedBy, hitLocation, momentum,
damageType, KFPRI, headshotLevel, lockonTime);
FireDamageEffects( HeatDamage, instigatedBy, hitLocation, momentum,
FireDamageEffects( HeatDamage, instigatedBy, hitLocation, momentum,
damageType, headshotLevel, KFPRI);
FrostEffects( instigatedBy, hitLocation, momentum,
FrostEffects( instigatedBy, hitLocation, momentum,
damageType, headshotLevel, KFPRI);
// Handle body parts damage components
ExtractPartsDamage( bodyDamage, headDamage, painDamage,
ExtractPartsDamage( bodyDamage, headDamage, painDamage,
RegDamage + HeatDamage, instigatedBy,
hitLocation, momentum, damageType, KFPRI,
headshotLevel, lockonTime);
DoRightPainReaction( painDamage, instigatedBy, hitLocation, momentum,
DoRightPainReaction( painDamage, instigatedBy, hitLocation, momentum,
damageType, headshotLevel, KFPRI);
DealPartsDamage( bodyDamage, headDamage, instigatedBy,
DealPartsDamage( bodyDamage, headDamage, instigatedBy,
hitLocation, momentum, damageType, KFPRI,
headshotLevel, lockonTime);
AddKillAssistant(instigatedBy, bodyDamage);
@ -1658,6 +1655,28 @@ function TakeDamageClient( int damage,
// like why the fuck is it being done HERE? Makes no fucking sense
bBackstabbed = false;
}
function HandleStoppingPower(
class<NiceWeaponDamageType> damageType,
float headshotLevel
) {
local float strength;
local float actualMinStoppingThreshold, actualMaxStoppingEffect;
strength = damageType.default.stoppingPower;
if (headshotLevel > 0.0) {
strength *= 2;
}
if (concussionCountdown > 0) {
actualMinStoppingThreshold = FMax(0.0, minStoppingThreshold - 0.2);
actualMaxStoppingEffect = FMin(0.9, maxStoppingEffect + 0.2);
}
else {
actualMinStoppingThreshold = minStoppingThreshold;
actualMaxStoppingEffect = maxStoppingEffect;
}
strength = FMax(0, strength - actualMinStoppingThreshold);
stoppingEffect = FMin(actualMaxStoppingEffect, stoppingEffect + strength);
}
function TakeDamage(int damage,
Pawn instigatedBy,
Vector hitLocation,
@ -1798,7 +1817,6 @@ simulated function UnSetBurningBehavior(){
if(Role == Role_Authority){
Intelligence = default.Intelligence;
if(!bZapped){
SetGroundSpeed(GetOriginalGroundSpeed());
AirSpeed = default.AirSpeed;
WaterSpeed = default.WaterSpeed;
}
@ -1810,6 +1828,39 @@ simulated function UnSetBurningBehavior(){
WalkAnims[i] = default.WalkAnims[i];
}
}
simulated function SetGroundSpeed(float newGroundSpeed) {
if (initializationComplete) {
UpdateGroundSpeed();
} else {
// Let `KFMonster`'s code setup original speed for this zed.
// This is a hack to be removed later, when we'll be untangling
// initialization code
super.SetGroundSpeed(newGroundSpeed);
}
}
simulated function UpdateGroundSpeed() {
if (TryNonRelevantSpeedup()) {
return;
}
groundSpeed = GetOriginalGroundSpeed();
groundSpeed *= (1.0 - stoppingEffect);
if (bDecapitated) {
groundSpeed *= 0.8;
}
}
// If this function returns `true`, then we shouldn't touch speed further,
// because a speed hack was used for the zed
simulated function bool TryNonRelevantSpeedup(){
if(level.netMode == NM_Client || !CanSpeedAdjust()) {
return false;
}
if(level.timeSeconds - lastReplicateTime > 0.5) {
groundSpeed = default.groundSpeed * (300.0 / default.groundSpeed);
return true;
}
lastSeenOrRelevantTime = level.timeSeconds;
return false;
}
simulated function ServerDropFaster(NiceHumanPawn nicePawn){
if(nicePawn == none) return;
if(Health > 0)
@ -1827,7 +1878,7 @@ simulated function RemoveHead(){
if(kfDmgType != none && kfDmgType.default.bIsMeleeDamage)
bMeleeDecapitated = true;
SetAnimAction('HitF');
SetGroundSpeed(GroundSpeed *= 0.80);
UpdateGroundSpeed();
// No more raspy breathin'...cuz he has no throat or mouth :S
AmbientSound = MiscSound;
if(Health > 0)
@ -2220,8 +2271,6 @@ defaultproperties
lastStunTime=-1.000000
headDamageRecoveryRate=100.000000
headRecoveryTime=1.000000
mind=1.000000
accStunMindLvl=0.500000
bCanBurn=True
fuelRatio=0.750000
heatDissipationRate=0.666000
@ -2236,9 +2285,8 @@ defaultproperties
RagdollLifeSpan=120.000000
ControllerClass=class'NiceMonsterController'
stoppingEffect=0.0
stoppingRecoveryStartTime=2.0
stoppingRecoveryRate=0.5
maxStoppingEffect=0.5
stoppingRecoveryRate=0.025
maxStoppingEffect=0.25
minStoppingThreshold=0.0
Begin Object Class=KarmaParamsSkel Name=KarmaParamsSkelN
KConvulseSpacing=(Max=2.200000)